#╟⚒stalker2™-mods-making-discussion

1 messages · Page 41 of 1

hallow sand
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and just modify as I see fit

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then save one

half willow
vocal jetty
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im not that deep into yet 😉

hallow sand
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so I was explaining the method I like better.

half willow
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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

hallow sand
half willow
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Respect tho, I defo wouldn't give enough fucks to sit through 50 .cfg files merging them manually

hallow sand
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so it's not more than 2 minutes

vocal jetty
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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

hallow sand
half willow
hallow sand
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Like for ledge grabbing you can set the parameters yourself.

vocal jetty
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yeah IF you know where to look and what to change you could do almost all mods yourself.. but thats not me 😄

hallow sand
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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.

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I can help ya sometime. it's super easy once you get the hang of it, this config modding at least.

vocal jetty
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ah nice! thanks!

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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

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thanks for the quick replies ❤️

hallow sand
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NP we always like helping

vocal jetty
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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

hallow sand
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lmao

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that's game side

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they have to fix that HAHA

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It's mostly from ZOMBIES I hear

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but not a clue

vocal jetty
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oh NICE.. THATS S2 dev build! yay

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yeah theyre mostly from zombs i guess...

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out of nowhere.. havent even killed one lately... blam sniper rifle in main hand...

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at least its not from my "modding" tries

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first time i didnt realize it and sold my fully modded shotty - that was a bummer

mighty maple
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Anyone saw anything about a freelook mod for s2 ?

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I think that's the main feature I miss compared to anomaly

crimson laurel
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theres freelooking, or my mind just blanking

half willow
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UETools has a command for it I think

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or UE4SS

hallow sand
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^

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Also a photomode

winged hemlock
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New random stashes + itemisation 2.0 are great (flashdrive spawns always, this is a quest stash).

kindred lotus
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wtf does this say lol

high rain
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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.

merry mountain
# kindred lotus wtf does this say lol

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)."

kindred lotus
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holy shit! i almost got it right

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is the last word possibly vaccuum?

merry mountain
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what should come to the empty vacuum mean tho

kindred lotus
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idk. did you use AI?

merry mountain
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sure not like i have a cryrillic keyboard or whatever to type and try to translate myself
also hard to read

merry mountain
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it jumped from line 3 to 4 while missing a word

merry mountain
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they probably do that

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because that makes the most sense

high rain
ripe flame
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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"

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Doesn't make much sense when translated, original is a rhyme and a reference, once again

kindred lotus
ripe flame
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It's like calling English a latin

kindred lotus
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Huh. but the letters are latin

ripe flame
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So do you speak latin or English?

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Come on

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Don't play dumb 🙂

kindred lotus
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i'm not saying that, i meant about the alphabet

merry mountain
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it would still be written in latin letters alphabet

kindred lotus
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im not saying the ukrainian language is cyrillic, just the alphabet

merry mountain
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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

ripe flame
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There are similarities, sure, but also there are different letters in alphabet

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That's why it's not just a "cyrillic", there's a difference

merry mountain
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so its better then just :: its some cyrillic nonsense i cant read

kindred lotus
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so would it be something like that?

merry mountain
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ÜÄÖß

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die from my mighty german special chars

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i still dont get why they hired british people for the english voiceovers

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its so atrocious

ripe flame
kindred lotus
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wtf is this letter

ripe flame
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Д (D)

icy halo
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Kireina's Zone Enhanced taken down off nexusmods? should I stop using the modpack?

ripe flame
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Most likely author didn't care about asking for permission

ripe flame
# icy halo Kireina's Zone Enhanced taken down off nexusmods? should I stop using the modpac...

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

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

All-in-one essential solution for enhanced STALKER 2 experience. Improves almost all aspects of the game.

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

Yet Another Difficulty Balance mod, but Modular! Fatigue & Values Update! 8 Modules for you to choose from. Loot Scarcity, Faster Mutants, Penetration based Mutant Sponge Reduction, Economy &

magic shuttle
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any mods that lower controller barriers other than just wasting ammo?

viral ruin
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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

ripe flame
viral ruin
ripe flame
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That totally changes everything! KekSkew

viral ruin
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Just tell me if you don't want to help

vital coyote
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not sure exactly what you would need but looking here may be your best bet then you would need to convert the audio

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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"

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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

winged hemlock
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Anyone knows infoportion of weird water quest?

foggy hinge
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How do you preview models in FModel?

vital coyote
clear mountain
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yeah lol it says fmodle

foggy hinge
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Weird, it opens up the raw data for me

vital coyote
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lol thx ill fix it x)

foggy hinge
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Ah, NVM I got it to open now

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For some reason though my creature textures aren't proper XD

vital coyote
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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

foggy hinge
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LUL wtf yeah, probably just a limitation of FModel in that case.

vital coyote
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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 Chadge

topaz mantle
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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 😦

vital coyote
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wouldnt be a rn thing but that would be a fun project to take on.

topaz mantle
vital coyote
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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

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what color would you prefer? could also send a screen shot so i can color pick if you like

topaz mantle
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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

vital coyote
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thats dope 🙂 did you post it? stuff like that should deff be shared

topaz mantle
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might have? its been ages since then lol

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i forget what i have and havent poste don nexus over the years

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just no clue how to go about doing that for this game sadly

vital coyote
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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

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ue modding is deff a bitch and im still learning

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ive been puting my notes up as a guid tho if you want to get into the game files and look arround

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still need to tackle what ima try to do now, packing up asset files

topaz mantle
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much appreciated 🙂

vital coyote
summer tartan
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yes, and some arent immortal just take 12 shotgun hits to kill

elder pike
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Stalker 2 VR 2028?

steel isle
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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

foggy hinge
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Is this common amongst others editing textures following this?

summer tartan
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we can replace some ingame textures, right? the readable ammo mod replaces textures?

supple shale
warm sky
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Anyone know where to find a stock Windows Engine.ini? Forgetted my USB key to mod when work is low 🥲

sinful cypress
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Stock Engine.ini? Should be empty

warm sky
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No the WindowsEngine.ini in the gamefile

sinful cypress
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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

high rain
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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

high rain
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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.

frank summit
high rain
frank summit
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'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

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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 💀

high rain
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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

high rain
frank summit
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username "donnyjepp", his map is in the images section

frank summit
high rain
frank summit
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Really impressed by the number of pins on that one for sure

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All manual or did you manage to datamine some locations?

high rain
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None manual rather. All automated. Going manual is a path for diminishing returns.

frank summit
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Hot damn

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Great work

high rain
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where you get spawn points in stalker 2 resources?

frank summit
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spawn points for what?

high rain
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for items. I usually scan through umap for blueprints as in supraland but those guys love using their own data

frank summit
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ah, I leave the datamining stuff to a friend 😂 more familiar with Unity personally

high rain
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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.

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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.

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Must be umap and blueprint classes.

frank summit
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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

high rain
# frank summit username "donnyjepp", his map is in the images section
Nexus Mods :: S.T.A.L.K.E.R. 2: Heart of Chornobyl

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...

frank summit
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Great! I sent some emails back and forth with the guy to get the 4x zoom map, he's really nice

high rain
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shit it's webp probably recompressed twice

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should ask the guy to do 8x )

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ingame resolution is much higher really

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"Made from about 50 tiled screenshots" poor creature

frank summit
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3x zoom map with some of the extra clouds cropped out. watch out tho, he left a few icons in the starting area

high rain
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i'd much rather not crop anything but those clouds are mostly noise. can be upped to square with content aware fill

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ok not upscaled just sharpened a bit

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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

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it's rather their own "postprocessing". With 50% sharpness it looks blurred.

summer silo
crimson belfry
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Your best bet (in any game actually) is to disable any sharpening and use a decent sharpening shader via reshade

summer silo
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Not recommended.

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From personal experience adding sharpen from reshade quite literally costed me like, 15fps on average.
On a fucking 4080 Super

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Something about stalker 2 does not like reshade
Or maybe it was just my PC, configuration, who knows

real marsh
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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

raw crest
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AMD has one in its software as well, doesn't cost fps

raw crest
# real marsh hey guys, dumb ass question, but how you guys find and how hard is it to change ...

https://rentry.org/TravesS2moddingBible

Check this maybe you can find something,

Then #╟⚒stalker2™-mod-resources

covert radish
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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?

summer silo
amber halo
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Hey, can someone explain to me what means AlternativeEffectPrototypeSIDs ?

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What this list contains?

merry mountain
jaunty cloak
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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)

covert radish
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how about stamin regen delay tho?

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I'm either blind or it's neither in corevariables or objprototypes

merry mountain
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thats somewhere in a file, not sure in which one right now

covert radish
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nvm i think i found it

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lemme test if it works

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modding support can't come soon enough really

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I'll finish the game rn, i fixed most of stupid things with mods but item spawns are still stupid af

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hopefully this can be fixed before i want to replay

merry mountain
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modding support wont help you with that as it does not change how the loose item spawns work

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you would still need to sift through thousands of cfgs

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and they are also not sorted in any way

covert radish
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it might give tools to change it faster tho, no?

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oh well

merry mountain
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i wrote a script which lets you mark zones on the map and export it to json

covert radish
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maybe they can do it then

merry mountain
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that way you can filter them at least based on approximate location

covert radish
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ok I'll check it out if i'll ever try to change this shit

merry mountain
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right now it transfers all cfgs in that folder in a certain location to another folder

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that contains also anomalys and other stuff tho

covert radish
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do you know if it'd work on linux?

merry mountain
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but you can easily add a filter to just do that to specific items / types

covert radish
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ok nice good to know

merry mountain
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with regex

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on linux

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idk

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the tool for creating the zones and exporting to json is just a HTML page which you can download and use yourself

covert radish
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could you give me a link to it so i can save it for later?

merry mountain
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the script for sorting is powershell, so either install powershell or throw it into chatgpt and convert to bash or python

covert radish
crimson belfry
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I have never lost 15fps due to a sharpening reshade shader KekSkew

crimson belfry
summer silo
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kek
Good to know

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Is there even if I don't use addons?

high rain
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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

crimson belfry
safe dirge
# kindred lotus wtf does this say lol

Хто прийде із Хімзаводу дрище в будь-яку погоду

whoever comes from Chemical Plant shits liquid, whatever the weather is

summer tartan
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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?

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can you turn that off?

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even just looking up and down outside, drastically changes the brightness

unreal glacier
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Could someone help me understand this

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I was trying to do a merge. Does this mean the resulting merge file is no good?

sinful cypress
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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

unreal glacier
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I don't have 2 of the same name though

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I'm confused

unreal glacier
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Now I'm getting this

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I wasn't getting this before and have no idea why

indigo beacon
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got a ping here?

indigo beacon
summer tartan
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correct

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it was a good comment. need to get rid of that auto brightness

indigo beacon
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anyway low graphics moment

summer tartan
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low or high doesn't make a difference

indigo beacon
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anyway time to wait 20 mins for first time launch shaders (got it on steam now in ultimate preorder from my friend)

sinful cypress
unreal glacier
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I don't think they're in the discord

summer tartan
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I changed ADS to 0.2s

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It's nice

ripe flame
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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.

prisma nebula
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Any mod that unlocks all attachments for all the guns ?😭

lusty sail
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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.

foggy hinge
ripe flame
lusty sail
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Of course user can save whole file that he opened to review 😄

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Or edit it using property fields

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Save button for now it's just windows save dialog that save file where you put it by yourself with your own name

ripe flame
foggy hinge
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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.

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I'm very excited to start using something like this myself since I'm doing a lot of new items and whatnot

lusty sail
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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

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Just transfroms all that mess into json

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Edit it in tool like json objects and save again like cfg structures (need to refactor, broken for now)

foggy hinge
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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?

lusty sail
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Hope it will be better than switching between ton of cfgs. messing around with huge amount struct.begin and searching path to icons 😄

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Also, upgrades in upgrade tree can be placed in configs?

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Because maybe I can do some visual stuff for that after making this item editor

foggy hinge
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I think?

summer tartan
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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)

foggy hinge
summer tartan
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i see this is a different tool, so i guess i meant something different but yeah

lusty sail
foggy hinge
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Yee, more for directly editing game files instead of managing mod files. 😅

summer tartan
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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

lusty sail
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Will see how it would be moddable after sdk

foggy hinge
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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

lusty sail
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But now we need something beautiful for eyes than hundreds of cfgs in notepad

summer tartan
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lol

foggy hinge
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I am very appreciative of this tool you are making though for sure.

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Not having proper syntax support and trying to figure out if you have the right amount of struct.end is really annoying

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Or if they're even in the right structure

lusty sail
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And the syntax can’t read tabs 😂

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Only 3 spaces

summer tartan
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@lusty sail it says items editor; is this app for editing items and effects? or can it edit all .cfgs

foggy hinge
lusty sail
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But

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Parser is very sensitive and can misread some lines because of not items structure and will cry for error

summer tartan
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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

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i think i will do this exact thing

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if no one else has

lusty sail
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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)

summer tartan
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huh

lusty sail
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But making some sort of tool as you want…

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Too complex

summer tartan
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doesnt seem complex, its just replacing values in .cfg before packing?

lusty sail
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We have cfgmerger and conflict checker already

summer tartan
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yeah, i mean a more plug-and-play version kinda

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doesn't seem complicated at all tbh

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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

summer tartan
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just saw this

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this is created with that SDK

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it doesn't really look straight-forward... i'd have to find the memory address of the blueprint(?) and figure out how it works

fading cedar
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all blueprints related objects can be dumped from the global object table

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In ue5 it’s an array split into chunks of 65536 object pointers

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You can use string references to find the object table and from there you dump all blueprint class objects

summer tartan
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sounds like a long project for someone who doesn't know C++

fading cedar
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You’d need to learn x64 assembly and how to use reverse engineering tools too

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SDK gen handles the tricky setup but beyond that you’d need to do your own research depending on what you want to do

summer tartan
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might have better luck using cheat engine or something

fading cedar
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Just depends what you are trying to achieve

summer tartan
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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

fading cedar
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I see

summer tartan
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it sounds too tricky right now to figure out

fading cedar
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Well the animation objects in unreal can influence that speed

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But there might be some internal code that needs to be changed too

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Frankly better done with the SDK even if you track the vars down in ce

summer tartan
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yeah, did they hardcode the crosshair to move with the speed of the character

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even with the official SDK, won't this stuff still be relatively difficult to change?

fading cedar
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Nah it’s trivial with it

summer tartan
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ok, i never dealt with this so i dont know what kind of access i have

fading cedar
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Official SDK is the unreal editor with their changes—it’s what they used to build the game

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In unreal you can change anything

summer tartan
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lol. people will be making a whole new game

fading cedar
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It’s been like this since the unreal tournament days

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Yeah it’ll be interesting to see

summer tartan
#

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

fading cedar
#

Need the spooky lab sounds back

#

The lights turning

summer tartan
#

haha

fading cedar
#

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

summer tartan
#

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

desert valve
#

any known way to change config values at runtime in a blueprint mod?

high rain
#

holy crap that's 65536x65536 image. where did you get it?

desert valve
high rain
#

careful what you wish for, that's like a 5GB of tiles, maybe more

high rain
#

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

frank summit
#

👀 oh my

#

Did you make this yourself or manage to do some magic with the game files?

twilit compass
#

What discord is that?

#

I thought this was s2 modding discord kekl

high rain
#

invite? can't find it

#

sorry

#

this one ? P3YYuzg

#

it's called stalker discord of chernobyl

wide sonnet
high rain
#

got it, found the discussion there

frank summit
high rain
#

not yet. they rendered it. could not yet figure out how

drifting tapir
eternal sapphire
#

I have explained this but idk what/if tutorials exist with the info so maybe someone should get on that... lol

ripe flame
#

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?

winged hemlock
drifting tapir
#

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.

ripe flame
#

So the answer is some in some cases both

ripe flame
# drifting tapir No. Only the 2nd.

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.

drifting tapir
#

Hmm can you send your file? I want to test it

ripe flame
eternal sapphire
ripe flame
drifting tapir
ripe flame
drifting tapir
#

Ill test your file, 1 sec

ripe flame
#

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.

drifting tapir
drifting tapir
# ripe flame

Can you send me the source for this? i cant unpack this. I want to test with all mutant hp to one

ripe flame
#

If it's a consecutive duplication, I see no problem.

drifting tapir
drifting tapir
drifting tapir
drifting tapir
#

Okay, test finished on new game with mutant loot + the cfg with fixed structend.

Bloodsuckers have 1 hp, and cannot be looted.

#

🤷‍♂️

drifting tapir
drifting tapir
eternal sapphire
wide sonnet
#

Now the Narknon's custom engine can deal with skeletal mesh, niagara system, animations just fine... his works are impressive

drifting tapir
drifting tapir
ripe flame
drifting tapir
#

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)

high rain
drifting tapir
# ripe flame Ah, my bad, thanks!

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

  1. 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.
  2. using this method to modify vanilla structs might have potential problems, but non discovered yet.
  3. 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

foggy hinge
#

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?

ripe flame
#

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.

#
winged hemlock
foggy hinge
#

BC I believe they're all intentionally placed inside specific containers

#

So wouldn't you get duplicates?

winged hemlock
winged hemlock
foggy hinge
#

Are there?

winged hemlock
#

Only flash-drives has no duplicates.

winged hemlock
foggy hinge
#

Yeah, that's what I mean.

#

Unless I'm not understanding what the mod does by Weapon Addons

#

I.E. attachments?

winged hemlock
foggy hinge
#

Or the flash drives?

#

Ah

#

Okay

#

I would change Weapon Addons to attachments then

winged hemlock
#

I`m ukrainian, so I always translate attachments as addons for myself

foggy hinge
#

Yee, I was just going to say probably an error in translation XD

winged hemlock
#

Okay, changed

foggy hinge
#

Nice.

#

Looks great otherwise, will consider adding myself.

foggy hinge
#

No.

junior saffron
#

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

foggy hinge
#

Ah, so opening hte file up directly doesn't have that space.

#

Maybe I just use it like this and it will work?

junior saffron
#

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

foggy hinge
#

Yeah, hoping that it "just works"

junior saffron
foggy hinge
#

So, not sure if this is really taking effect but it does look darker.

junior saffron
#

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

foggy hinge
#

Yeah, my thoughts exactly.

junior saffron
#

Alright loading into game, is there a command to spawn creatures? Might have to run fresh

foggy hinge
#

XIDSpawnObjectBySID Bloodsucker 1 False or something along those lines.

junior saffron
#

hm

#

Can u send your packaged files

junior saffron
foggy hinge
#

HAHA

#

WOAH

#

WTF

junior saffron
#

Lmao

foggy hinge
#

So what'd you do to achieve this?

junior saffron
#

I simply just used what you gave, maybe your naming, or you have another file in mods overriting you maybe forgot to delete?

foggy hinge
#

Ahh, maybe

junior saffron
#

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

foggy hinge
#

Yeah, it was imported as a PNG then converted to a VT.

junior saffron
foggy hinge
#

Definitely not intended.

high rain
#

where I get coordinates for the location markers? e.g. for sircaa main building? MarkerPrototypes.cfg only has coordinates for region markers

foggy hinge
#

How can I extract utoc and ucas files easily from other mods?

#

Specifically for localization files.

next cave
#

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

junior saffron
# foggy hinge Definitely not intended.

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

foggy hinge
#

Totally fine, we'll jsut wait til the SDK

ocean stump
#

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)

merry mountain
#

maybe you packed it wrong so the path inside the pak does not match

hallow sand
#

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

ripe flame
ocean stump
#

folder names exact same as in Fmodel , so no path issue , i just cant solve this mistery ..

ripe flame
#

@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.

ripe flame
#

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.

amber halo
#

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)

void owl
amber halo
nimble heron
#

nexus moment

#

absolutely elite servers

half willow
cobalt hamlet
vague knoll
#

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

next cave
#

I mean yeah they did, spongesucker was just weird tbh, it should still work fwiw

vague knoll
#

maby it was the first bloodsucker that got insanely nerfed? i mean 15 round of ak is joke

next cave
#

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?

vague knoll
#

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

next cave
#

Sponginess is an incredibly un-fun way of making it harder though

vague knoll
#

@sinful cypress apologies in advance for pining you here, does your more mutant hp work on 1.0.3?

sinful cypress
#

All good and I wouldn't know otherwise.

steel musk
#

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

next cave
#

Oh you know what would be a nasty mutant variant? A psy-snork

tidal yew
#

has anyone done any research on making a magazines mod

winged hemlock
#

it is better to add one SubItemGenerator per category in most cases.
May I have a full example of 1 category?

warm sky
limber rose
#

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

nimble heron
#

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

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

Buffs and debuffs to damage, infliction of status effects, cooldowns and some special additions CURRENTLY IN TESTING, THIS IS AN OPEN PARTICIPATION PAGE AND WILL BE UPDATED SOON

limber rose
#

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.

spark plinth
#

I made the rail mount a detachable item!

#

No technician needed

warm wing
nimble heron
#

u guys know where i can find npc sids?

winged hemlock
#

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

runic heart
nimble heron
finite pumice
#

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?

runic heart
finite pumice
#

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

frozen dove
#

Alright @rain finch I need 30 weapon mods by tn

#

Get to work bud

hallow sand
#

John Cena's anthem whenever bloodsuckers yell

finite pumice
#

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

finite pumice
#

I know it’s in those pak files well some of them but isn’t that stuff located in a .ini file?

finite pumice
#

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

runic heart
#

You need to point FModel to your game files. Use AES key as well. You can only extract files with it.

finite pumice
#

I thought this game was on UE5 I’m confused

runic heart
#

Or use search function.

finite pumice
#

What’s the AES key I’m assuming that’s already discovered

runic heart
#

Of course. Otherwise we would not getting mods

finite pumice
#

Can you send it or point me to where I can pull it from

runic heart
#

AES Dumpster

finite pumice
#

Kk

south kayak
#

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)

winged hemlock
south kayak
# winged hemlock 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 PepeHappy

winged hemlock
spark plinth
winged hemlock
#

So, I would need to make adaptation for your mod on release

south kayak
spark plinth
#

I'll have to work with other weapon mods to adapt their weapons to my crafting table

south kayak
# winged hemlock 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 👌

dense saffron
spark plinth
dense saffron
#

Yea for sure. It looks amazing though

south kayak
zenith delta
#

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

spark plinth
zenith delta
#

what a fucking project this is insane

south kayak
spark plinth
zenith delta
#

thats nuts

spark plinth
south kayak
#

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

zenith delta
#

great times

winged hemlock
zenith delta
#

What is this game built on?

spark plinth
spark plinth
winged hemlock
zenith delta
#

Might attempt it after I play the game for a long time if theres mod ideas I have that havent been made already

spark plinth
deep ridge
#

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

south kayak
# deep ridge has anyone been able to find any configs that give npcs a harder time seeing you...

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
...
dry beacon
#

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

south kayak
dry beacon
#

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

south kayak
dry beacon
#

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

south kayak
#

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

dry beacon
#

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

bright wasp
#

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

deep ridge
drifting tapir
#

i changed my nexus handle and now i cant update my own mod description 💀

winged hemlock
#

Anyone knows infoportion of weird water quest?

spark plinth
#

Animations included

deep ridge
#

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

spark plinth
fading steeple
#

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.

sweet moss
#

Ya'll think it's possible to replace some of the fixed spawns for bloodsuckers in POIs with other mutants or stalker squads?

rain finch
#

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

sweet moss
#

Fair

drifting tapir
#

!noalife

frank summit
high rain
#

the main issue is quest items, keys, and containers. learned it from fallout london the hard way

frank summit
#

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"

high rain
#

oh no I'm not going to type words into it unless it's code

frank summit
#

probably best for your sanity 😂

#

adding screenshots and descriptions to every pin is... well, i'm not the person I was pre-launch 🗿

summer tartan
#

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

hoary jay
#

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.

nimble heron
#

what an absolute mega mind

dense saffron
ripe flame
nimble heron
#

just to be certain its as realistic as possible

#

realistic death simulation

woven dew
#

Gamma 2.0 when? dumb

ripe flame
#

With any threat, you have to have 3 things:

  1. Ability to avoid
  2. Ability to recover using skill (for example, running out of vortex at specific timing)
  3. Punishment, yes, but not a drastic one as unavoidable death
dense saffron
#

Because i like hardcore

ripe flame
nimble heron
dense saffron
#

That sounds horrible

ripe flame
#

How about routing 1000 W to CPU?

nimble heron
#

getting one shot by anomalies sounds horrible too tho

nimble heron
dense saffron
#

i said i liked the idea

nimble heron
#

next step would be hiring a sniper

ripe flame
#

Feels realistic and hardcore

nimble heron
#

death in-game - death irl

#

maximum immersion

ripe flame
void owl
#

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

ripe flame
#

Bring back my death wave and I will be happy

void owl
#

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 think

#

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

ripe flame
#

No, red tint makes it more grand and dramatic

half willow
ripe flame
summer silo
#

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

void owl
#

you can take a look a bit at the changes here in motion

#

but this is slighly outdated

#

also compressed to shit

summer silo
#

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

void owl
#

Audio is super borked man.... specially with weather 😦

summer silo
#

And let's not get started on music :T

#

I feel like a piece starts kicking in and suddenly que silence

void owl
#

you can hear it at 2:42 in my video, the crescendo of the music and then just 🦗

fierce kiln
#

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

ripe flame
#

My 3060 Mobile 6Gb still waiting for its time FeelsCatMan

summer silo
amber halo
#

Hey, can not find any config which can change bleeding causing by grenades, someone know where is it?

spark plinth
#

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.

spark plinth
crimson laurel
spark plinth
#

—————
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

spark plinth
spark plinth
real marsh
#

hey guys, did anyone attempt to increase stability of aim yet?

void owl
spark plinth
void owl
#

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

foggy hinge
# void owl

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

void owl
#

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

fading steeple
#

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...

void owl
unreal glacier
#

Has anyone discovered what value adjusts the duration Skif can go without dropping his muzzle to low ready?

spark plinth
unreal glacier
#

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

spark plinth
spark plinth
#

Thank @sterile vigil for the SVT kit for the mod.

sterile vigil
#

^ This is an SKS btw

#

not SVT

spark plinth
#

lol

sterile vigil
#

Neg, SKS

spark plinth
#

Looks great though

#

Will do it

amber halo
#

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?

sand vault
#

Has anyone been able to get the Veteran rifle to work with a red dot?

merry mountain
#

Discord Search is such garbage

spark plinth
merry mountain
#

Has someone the link to the google docs with all the weapon dura stats etc

merry mountain
#

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

sand vault
#

Yeah, the search function in this thing could be better

merry mountain
#

or am i blind or maybe it was another document, not sure

sand vault
spark plinth
sand vault
#

Nice!

amber halo
merry mountain
#

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

shrewd rampart
# desert valve <@109753462601879552> made it

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.

desert valve
merry mountain
#

or maybe im bliind idk

desert valve
#

im sure there are mutliple documents floating around

shrewd rampart
merry mountain
#

yeah probably it was just another document

shrewd rampart
merry mountain
#

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

desert valve
#

i find it with "docs", but its the only one i can find

merry mountain
#

yeah and there where more then one docs link for sure

#

so idk whats going on with search

shrewd rampart
#

Yeah, that one looks detailed. Nice 🙂

hazy wing
#

Can someone tell me, wtf is wrong here? Im going insane with redacting files for Stalker2, almost every launch i have different error

merry mountain
lusty sail
#

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

merry mountain
#

the number at the end

#

its stupid

#

but thats what it is

lusty sail
#

Wait wha :0

lusty sail
#

It's 4 levels?

lusty sail
rain finch
lusty sail
teal wing
lusty sail
merry mountain
#

why have they done it that way?

#

idk

lusty sail
#

Because I saw 20 and 25 for negative effects

merry mountain
#

hm

#

maybe its ranges

merry mountain
lusty sail
merry mountain
#

maybe we are wrong

lusty sail
#

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

merry mountain
#

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

lusty sail
#

Will try now

south kayak
lusty sail
#

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.

lusty sail
#

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

lusty sail
#

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

lone sapphire
merry mountain
#

no he is just testing what affects the effect text shown, you can have more then 5 effects on something that show correctly

lusty sail
#

Just make sure that have number from 1 to 4 after SID

merry mountain
lusty sail
#

like TestEffect1 - will be Weak always
TestEffect4 - will be Maximum alwasy

merry mountain
#

weird design choice in my opinion

lusty sail
#

I just broke my brain while tried to understood how it works xD

drifting tapir
drifting tapir
#

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

lusty sail
#

Yeah, I've already got all that :: stuff

drifting tapir
#

effects with 0 wont display in ui. Need to be at least 0.01

lusty sail
#

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

drifting tapir
# lusty sail

here the digits at the end of the variable do not matter because these are hidden effects that wont be displayed in ui

lusty sail
#

But can be used in item's pickup sounds, using, clicking

drifting tapir
lusty sail
#

below 0

drifting tapir
#

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.

lusty sail
#

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
drifting tapir
#

have you tried something like EffectTest661?
I think it just parses the last digit

lusty sail
#

Nope, but I guess maybe it's regex just search any digis in the text. Will test

drifting tapir
#

wonder if something like EffectTest50_3 works

if so then at least we can make var names that are a bit more ... sane

lusty sail
#

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

drifting tapir
crystal sinew
#

@serene juniper

lusty sail
#

Looool

#

Last digit

#

It's a KekStressed

lone sapphire
lusty sail
#

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
serene juniper
spark plinth
#

Textures Curtesy of @little sluice
Screenshots by me 8K:

summer tartan
# spark plinth

need new skins for all the guns, they all look the same ingame

lusty sail
#

Yes, now EEffectDisplayType works for preview.

deep ridge
#

has anyone made a mod with real weapon weights applied?

dense saffron
crystal ether
#

I want thsi

high rain
#

S2GUITools is totaly ungooglable and it's not on nexus what is it

dense saffron
#

Probably custom

steel isle
#

it’s not available yet, new tool he’s working on

south kayak
# dense saffron Probably custom

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 peepopray

summer tartan
#

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

hazy wing
fervent talon
#

Please tell me how to change the cartridge used in the weapon? I really want the PKM (RP-74) to shoot 7.62x54mm cartridges

summer tartan
#

there are some calibre mods on nexusmods already

fast shore
#

Any way to hide enemy markers and red outline from the compass

#

It makes the game too easy imo

steel isle
fast shore
#

Unfortunately

steel isle
limber rose
lusty sail
#

Nowhere, it’s still in development, still very raw

limber rose
#

Maybe you have a git repository? I m application developper, maybe I can help

lusty sail
#

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

limber rose
#

Ok 🙂

#

just a question, what language is it coded?

lusty sail
#

GDScript, it looks like symbiosis of python and lua

magic shuttle
#

is there a way to get rid of death counter?

desert valve
#

but no, i dont know of a mod that removes it 😄

cobalt hamlet
#

SDK

summer silo
cobalt hamlet
summer silo
cobalt hamlet
#

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

void owl
#

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 !

magic shuttle
#

hence game, play for fun. seeing death counter not fun to me

merry mountain
#

if we find the function that does this we could hook into it with ue4ss and set it to whatever

high plaza
#

Yo gamers how’s the modding going!

minor cedar
#

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.

steel isle
#

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
PepeHands

steel isle
#

lmao fuck me, I had a struct:begin instead of struct.begin

#

I hate coding sometimes

minor cedar
#

same here, coding is a pain

ripe flame
#

Does anyone know if there's a way of batch execute commands in dev console?

ripe flame
minor cedar
ripe flame
#

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
merry mountain
ripe flame
#

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

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

All-in-one essential solution for enhanced STALKER 2 experience. Improves almost all aspects of the game.

summer silo
#

Oh wait you already found it kekw

magic shuttle
#

i was wondering who it was... thanks !

#

(i'm a mod stalker lol)

half willow
#

anyone here knows what the paths for the LocalizationDB file is?

frozen anvil
#

working on classic flavoured hud

little sluice
unreal glacier
#

YES i WANT

tidal yew
#

best stutter fixer mod?

unreal glacier
summer silo
#

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

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

UI skin mod aimed to provide a UI experience close to the original Shadow Of Chernobyl UI

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

Replace the original arrow cursor with the classic stalker cursor (spinning!)

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

This mod replaces fonts with one from original games, known as Graffiti1.Supports Latin and Cyrillic characters.

frozen anvil
#

wip

lone sapphire
lone sapphire
lusty sail
frozen anvil
#

yep

#

Clear Sky my beloved

summer silo
lusty sail
tidal yew
#

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

lusty sail
#

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?

summer tartan
frozen anvil
#

that's beyond my capabilities right now

summer tartan
#

yes, need to know where the guys are

lusty sail
#

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 😦

summer tartan
#

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

frozen anvil
#

idk why, but blocking out CoP-style HUD as well

summer tartan
#

I think that one fits S2 better

#

is there no config for hud fade time?

#
  1. 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).
crude basin
#

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.

odd seal
#

\Stalker2\Content\GameLite\GameData, youre just missing the content subfolder

crude basin
#

Thank you! Was actually the next thing I tried. Variable changes are showing in game.

foggy hinge
lusty sail
foggy hinge
#

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.

lusty sail
#

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)

foggy hinge
#

Ahh, okay.

sinful cypress
#

May this be a localization error?

swift pasture
#

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

summer tartan
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heh, the / in the ammo HUD actually moves around with each shot. although I guess that's not very surprising

nimble heron
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what do you guys think abt flesh jump attack?
Ive completely disabled it
and tbh, feels nicer
at least closer to trilogy

summer tartan
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I don't like any of the mutant AI so far. They just do the same thing over and over again

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disabling jump attack is cool But it would be nice to edit bloodsucker completely

nimble heron
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on it currently
but imo bloodsucker should remain almost the same
trying to get as close to trilogy as i can

violet crater
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Guys do we have any game unpacker not just FModel ? I would love to unpack full game audio and so on )

summer tartan
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breaks immersion to know he's coming back at the same length of time each time. he's just a bot

summer tartan
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that's my hud

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I figure the tiny radar is better than nothing. and you can still see arrows

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I can't really play with no HUD. I've tried

half willow
# lusty sail Also some stuff: `ConsumableTypes::` ``` EConsumableType::None EConsumableType:...

@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 😭

lusty sail
half willow
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is that screenshot taken out of the Unreal Editor?

lusty sail
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UE4SS

half willow
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Huh

lusty sail
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Show your A300B structure

half willow
lusty sail
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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

half willow
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I do

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in the A300BD

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and then I ref the other ones to that

lusty sail
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This isn't exist

half willow
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Yeah I know

lusty sail
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You saw list of calibers Enum

half willow
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That's sort of the point

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I'm trying to add a new one

lusty sail
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There some point that need to be add new one?

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And don't use exist one as reference