#╟⚒stalker2™-mods-making-discussion
1 messages · Page 42 of 1
Ah understood
actually sucking down so much copium that the SDK is decent
the only thing that will save this game
Theoretically, can't I just add a line to whatever this is, and load it with UE4SS?
I don't know if you can add something to enum, it's like constants that already premade and can't be added in runtime
do you think we'll be able to do anything about input lag?
But if theoretically yes, then mod will be addicted to ue4ss
I'm not much a ue4ss professional 😄 so I just use it for readonly
Did u played around with other properties in weapon file config that somehow can change ammo type?
excluding EAmmoCaliber
There aren't really any other ones to change
AmmoCaliber = EAmmoCaliber::A300B
AmmoTypeProjectiles : struct.begin
[0] : struct.begin
AmmoType = EAmmoType::Default
ProjectilePrototypeSID = P300B
struct.end
[1] : struct.begin
AmmoType = EAmmoType::ArmorPiercing
ProjectilePrototypeSID = P300B
struct.end
[2] : struct.begin
AmmoType = EAmmoType::Supersonic
ProjectilePrototypeSID = P300B
struct.end
[3] : struct.begin
AmmoType = EAmmoType::Expanding
ProjectilePrototypeSID = P300B
struct.end
struct.end```
Did you tried:
AmmoCaliber = EAmmoCaliber::A556
and maybe leave as is:
ProjectilePrototypeSID = P300B
yeah i did
Nothin?
it just changes it to 5.56
Damn
It's because your EAmmoCaliber isn't exist as Enum value in engine, so it's always none if doesn't exist. Devs seems didn't localize none lang key
Yeah i get that
But there isn't any way to work around it, so guess now I'm stuck with trying UE4SS
so, there are some sound mods now... as of this week
I will try now and if I will add new Enum - I will send a result
So yeah it's prebuilt in engine in cpp script
Need to understand how to add new value to it with ue4ss
@half willow Here you are 😄
I coded in lua last time like 10 years ago when tried to mod stalker trilogy lol 😄
holy shit
It loads calibers when game loads in main menu
and it actually works?
you wanna hop on voice and show me how?
ait I added u
I played with mutant loot, itemization, faction patch, but yesterday it was ok, I completed X3 lab and go to Yaniv, today continue and get crash when walking in this location or open inventory
Sell all items from mods, wait 24 hours, they not showing in traders and I remove mod files. Open inventory in safe zone, all is ok, but then go to to the street and after 10-20min get crash in inventory))
Yesterday playing 6 hours on 2 locations, get all loot and no errors
Any ideas?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000060
Stalker2_Win64_Shipping
kernel32
ntdll
Some had this error with their inventory too when hovering over ammo etc.
Do you use an ammo mod?
But I use it about 50+ hours
Yo, done!
https://www.nexusmods.com/stalker2heartofchornobyl/mods/876
Maybe some modmakers will do more stuff with that 🙂
That’s sooooo BIIIG
That’s dope 🔥
Until SDK will release, we now can create new ammo types with UE4SS
Not only ammo calibers, but all items or effects types etc!
I'm trying to make shotgun shells fire more pellets for funsies, is fraction count not what controls that in AmmoPrototypes?
How you get this enum?
Och, just read, awesome!
@lusty sail @half willow is there some tut how to work with lua scripts with s2hoc ? Better is to say, how do you extract enums lua file? 😄
Anyone know which cfg contains params and variables for player vaulting and fall damage? Currently trying to edit the vaulting params in ObjPrototypes.cfg but I think the ones in there are for NPC only as they are under that function, there is a Player : struct.begin {refkey=[0]} later on with stamina and vitals variables but no vaulting that I can see.
I do have a base knowledge of C# and Unity from some community college courses I took a few years ago, so I have a basic knowledge of scripts, functions, parameters and variables but this is my first time working with UE4 scripts so some of the naming conventions are lost on me.
As i see, now we can work with lua scripts, nice, the question is how to extract existing scripts, and then just meshes needed, and modding can start ;D
Sorry, i can't find it 😭
Same as i can't find WeaponSettingsPrototypes for DLC weapons. Probably not exist 😭
UE4SS can help
Yeah, but how you extract enum?
Firstly make dumps of all type, headers etc and then open that files, read them, try to write lua mod, make ton of errors and try again and again
Like first of all I found it with live view in debug ue4ss tool
Then made dumps in same debug tool and then search inside these dump lua types files
As I remember, all lua types are will be dumped into UE4SS's Mods/shared/types folder
The DLC guns reference the base weapon for stats and just change the mesh and upgrades/attachments. So if you want to change the range, dmg, etc. you have to change the weapon it's based off of.
This is pulled from UltimateWeaponPrototypes.cfg. You can change price and attachments here. Or you can change the ref id to have it reference a different base weapon for stats.
Or try to extend based on the GeneralWeaponSetup property.
Yeah, nice thanks. Did you have issue with white screen of debug tools?
Just install it to root of game and all works fine ? (developer edition)
change it to dx11 just fixed that issue my self
Make sure that dwmapi.dll near binaries
yeah
can't find how to change
UE4SS-settings config
It helps, ty.
line 98
Already did it 😉 Ty 🙂
The question is, is the way to add new meshes with this tool? 🙂
Anyone know how to change pellet count and how to add shotgun effect to weps or ammo to make them fire as a shotty round would?
Check Ammoprototype
But about effects i think that you cant add new one. Only use existing.
I tried editing the 'fraction count' in that cfg, seems to not work. I feel like projectile itself needs editing.
I this case i can't help for now 😦
ChangeWeaponPatternShotgunEffect and something about AddAmmoTypeEffect are effect SIDs, not sure if they are pellet related or not, or how to add them to guns. Blueprints maybe, IDK
Probably. But as far as i know there are now ways to include it to game now...
Anyone know which cfg to skip splash screens on startup? and also shader pre-load? very annoying when I'm relaunching game every five minutes to test new parameters for things.
Disable Shader Warmup
Engine.ini
[SystemSettings]
r.PSOWarmup.WarmupMaterials=0
Game.ini
[/Script/MoviePlayer.MoviePlayerSettings]
bMoviesAreSkippable=True
StartupMovies=
Stalker2\Saved\Config\Windows
you cant skip the epilepsi warning
But this gets you to the main menu in a few seconds after that warning, depending on system etc
Ah thanks. Didn't realize it was in the ini files. Copy
hello modders, do you know how to add a specific gun (monliyh ar SID) to a specific trader?
I cant find a trader cfg, or maybe in a generator IDK
TradePrototypes.cfg
You can change a lot in there. From how much money they have to which item generator they use. So you'll have to change you trader's item generator to one that includes your weapon or add the weapon to one of the generators and change your trader to reference your "customized" one.
ok I see I ll add it to allTraderItemGenerator. I modifyed a Monolith Ar, with new default attachments but I presume I need to buy a new one, changes probably dont apply in already owned one
@limber rose AFAIK that should work
If you know in which file I found traderGenerator I ll appreciate that 🙂
I cant find the AllTraderItemGenerator in DynamicItemGenerator
That is the end of my knowledge lol. I haven't messed with that yet. Might be easier to just add the weapon to your inventory in the game using the console commands
ok I found it thx vs code for serach text in whole stalker 2 files XD
Its ItemGeneratorPrototypes.cfg
Thx again man for your help 🙂
Make sure to give it a spawn chance of 1.0 so it is sure to spawn in their inv and you'll still probably have to sleep in game once or twice to refresh
im trying to make cinnamon heal over time for a little bit, like 2 hp over the course of 5minutes or so. I tried copying what the medkit does, since im using MHM consumables and the medkits take 8 seconds to heal with it. What am i missing? i feel like this should be super easy but i cant make it work 😭
i do have it added in the consumablePrototypes.cfg, the healing is working, i am healing 2hp, but not over the course of 600 seconds. I have tried putting 100 on the valueMin/Max but it then heals the entire hp in one go, not over time
Hey so the skip for shaders works flawlessly but I put those 3 lines into Game.ini to skip the splash screens and no dice. My game.ini was blank? Am I missing syntax somewhere?
This is what my Game.ini looks like
I would try a lower duration for testing. Also, maybe not use medkits for your base and try looking at the healing on food items instead. Cross-reference and you might find something you missed.
There's more to this. Use safe version https://www.nexusmods.com/stalker2heartofchornobyl/mods/107?tab=description
Thank you I was using that but didn't want the chance of it conflicting with my home-cooked mods. But now that I know it's an ini file and not a cfg that shouldn't be an issue.
it does not auto skip, you need to hit any key on the keyboard
i tried everything and nothing worked. I edited the food to recover health(cause MHM removes it) and it worked on the food... im wondering if the DegenBleeding from cinnamon has to do with it. I dont understand why this would conflict with healing?
so the degen bleeding lowers the bleed amount by 15 points(per second?) for 180 seconds VS the medkit which reduces the bleeding by a fixed amount correct?
AFAIK yes but I am out of my depth at this point. Just started modding this game a few days ago. Healing and/or buff-over-time effects I have not messed with. Was just trying to offer how I would approach from a troubleshooting perspective.
oh ofc i appreciate the help still, i was able to "debug" it through the food tho
i feel like cinnamon is super underutilized specially later in the game where you barely bleed, so i wanted to make it more viable to use, instead of never using it and just popping a bandage
making it a HoT would make it interesting to use at the start of the fight or when you wanna top off and leave bandages to remove bleeding or smth along the lines
You could try uninstalling MHM and editing the vanilla cinnamon and see if you have any luck with that. Comparing results with MHM installed/not installed could provide insight.
thats true
i think ill just make cinnamon heal over time and make bandages remove bleeding for 30 seconds or so, to work kinda like cinnamon but way lower duration, so theres still a reason to use it
my guess is barkeeper quests, like get an artifact, kill mutants, etc.
i got it to work by doing something really stupid 
i cant believe i spent 2 hours trying to make this work and the solution was just replace the effect that i wanted on top of the degenBleed SID 
for some reason i couldnt make cinnamon heal over time by adding a new effect, i had to replace the degenbleed. I even tried commenting the whole CinnamonDegenBleeding structure but it wouldnt heal over time, it would heal but not over time
Probably something hard-baked with the variables where one item can only provide a single 'over time' effect. There's probably one variable that tracks the time-length and it's baked in instead of having a scalable system where it generates a time-tracking variable for each effect on an item.
thats very possible, although i did try setting the time of 180.f to the healing effect and it still wouldnt heal over time
i just made cinnamon heal 100% of hp over 60 seconds and bandages reduce the bleeding by 15 points over 30 seconds. Feels pretty good for now, might tweak it later if i feel cinnamon too op
Got shotguns slugs and darts to fire in pellet spread, but default 12g doesn't spawn more than 12 pellets no matter what I put fraction count at
Can I ask why you want more than 12 pellets?
Funsies. Mostly Experimenting out of boredom.
Also cuz I want to increase pellet count on the underbarrel shotty, feels underwhelming.
That's because it has lowest damage of all shotguns. Tied with Daiga and SPSA. Just bump up the base damage from 140 to 160 or 180 to be in line with M680 or RAM-2.
Ahh, OK. Just confused as to why I can increase the fraction count of shotgun's slugs and darts, but not the default 12g shell.
Yeah AFAIK pellet count is just going to divide that 140 base damage over more pellets, with a maximum of 12 pellets. If you want more damage have to increase base damage, which is then divided by pellet count.
I mean, I put fraction to 16 on 12g, but still shoots 12. Put fraction on darts to 6, shoots 6 in shotty pattern. Is weird.
Yea, I know. I want to see a bunch of pellets tho, lol
Oh gotcha. Nvm me then. I'll just keep minding my own business.
haha
Could change it to fire 2-3 shells with each trigger pull and accomplish a similar effect?
And increase mag size to compensate?
not sure how to do that
Tried using addbullet effect on artifacts to get effect but it just took more bullets without changing actual count/dmg
messing around with other effects on artifacts that def should not be on artifacts, create some wacky crap
Have you tried poking around in WeaponGeneralSetupPrototypes.cfg? That's where all the weapon templates are defined. Lots and lots of different parameters in there. In theory, let's say the 'shotgun template' doesn't offer a variable or parameter you want but 'smg template' does... you can edit 'smg template' then change your shotgun off choice in PlayerWeaponSettingsPrototypes.cfg to reference the 'sgm template' instead of the default shotgun. Idk I'm just spitballing at this point.
So, in theory, you could give burst-fire to a shotgun, then make the burst count 3 and the fire interval 0 so it would essentially fire all 3 round sinstantly then either adjust mag size or adjust ammo consumed from mag to be 0.33 instead of 1.
Between those two cfg's I'm sure there's a roundabout way to do it.
@weak apex lmk if you have any success. I would be interested in seeing how you do it and creating a custom gun for myself.
You need to set charges to 60 or 180.
Otherwise it will restore health quikcly despite 60s duration. Charges are procs
Dont think this is true.
Vanilla effects use effects with different duration lengths as well (vodka).
That makes a lot of sense. Didn't know charges = procs
All effects can have durations and can be 'over time' effects.
Theres also the "degenX" effecttype, which is what it is used for vanilla over time effects.
Degen effects restore or reduce a vital by the effect value/second.
Cinnamon uses "degenbleeding" with a value of 10, so it reduces 10 bleed/s
Giving up on buckshot for now, no edits are changing it. I just leave flechette rounds at 6 split per shot.
Try setting valuemin and valuemax to 600, and charges to 600 in your new effect. This should work on top of the origibal vinca effect
However, you cant display 2 durations in the ui. The UI only takes the duration display from one "ValueAndTime" effect display
still doesnt work with the regular vinca effect
Interesting. Does it restore all at once?
yup
What does your cinnamon struct look like?
im using modular hard mode's consumable effects, so it'll be a little different then vanilla
Effect prototype sid numbers are wrong
But im not sure the order matters
i tried copying and pasting the healing from the medkit, which is 40hp over 10 seconds and still wouldnt work
it only worked after i replaced the vinca degen bleeding with the healing
UI shows it properly, but doesnt work 
Imteresting 🤔
I wonder if it is specific to degen bleeding and healing being together.
It's not, cause I put the degen bleeding effect on the bandage, where I also edited for it to heal 5 hp and it works there. Although the 5 hp is instant, there's no delay on it
it might not be possible to have two effects with a duration on the same item
maybe theres a reason why healing and other buffs have a parameter for "EDuplicateResolveType" 
I'll have to test but I'm pretty sure it's possible to have the regen from one item with the degen bleed from another, I guess it's just not possible together 🤔
🤔 what happens if you put keepnew duplicate resolve type on the new dot healing effect
Default resolvetype is keepall.
Maybe the healovertime to be keepnew to work properly when vinca effect is also keepnew
This is what I was speculating at earlier.
👍🔥
Thwre is, if you delete your entire stalker folder in the sppdata local
need a mod to triple FPS
anyone know a console command to force a quest to get active? or restart the quest? warlock doesnt give me task anymore (there is no quest in my quest log, i know about that bug already, this one is new)
Day 1928716, Still no official A life?
do you actually believe in a-life?
Patience
1.0.4 is going to be the biggest patches cooked so far it seems 
Watch me being completely wrong
XDespawnNPCsAtRadius Radius
anyone know how to use this command properly?
wanna try to use it for zalissya bug
how many main quests are broken at the moment?
@frank summit https://joric.github.io/stalker/ 60000+ markers
just stating aloud what the first impression of the user experience is
that's a lot of pins!
i did plenty of maps so I can do UX but not today
not sure what these would be in-game, will have a look later
there are exactly 60582 pins that's why it's slow as shit on the first load and on filtering
Pee
yea pee is good
there is a lot of pee points
i did the actual filtering in like 5 minutes so I'll look for making it faster. for now it just adds/removes 60k markers each time
I actually found what those triggers do. They are referred in other CFG files that don't have marker coordinates. Like, events. E.g. a trigger volume on the door may run the quest but I didn't add this info just yet.
Really tired from scanning 130k cfg files have to do proper indexing.
were you able to find out if all your info is in the config files? or you're missing any info
Is there anyone who tried to extract audio files from the files in a mp3 or wav format?
well it's there I think. The big breakthrough is to merge the files into a 400Mb one and search there. It's much faster than scanning hundreds thousands of files. Found trigger references but Still can't find personal stash but I guess they are connected through SID. And those containers are empty, gotta add references to containers as well.
400mb is small enough to fit in memory
I'd just be reading the files once and storing as some kind of object
i'm thinking of something like xEdit to show all references in a tab but it's a lot of work
just caught up - leksii's ue4ss tool for ammo display is sweet 👍
🤯
For my fellow Sublime Text users https://discord.com/channels/912320241713958912/1318183107119284264
I changed x2 to colim, but the aiming vision is not in the center of the screen. Anyone know how shold i fix this
finally got around to making a reddit post myself, 'tis a very mappy monday 😎 https://www.reddit.com/r/stalker/comments/1hfhkx9/new_interactive_map_for_stalker_2/?sort=new
Can you post direct link to the map? Reddit is acting weird for me
whats the best mutant spawn Alife out there? i want more danger on the road
use xstartquest
you need to find quest ID from a dump on nexus though
ty ill test it out
nah nothing worked ...
i managed to add the task but
i cant turn it in
XDKFinishQuest SID bWin
what is bWin?
how are blueprints stored in the game data?
magic
wtf
well wdym the games blueprints or your blueprints?
they are baked into normal c++ when you build the game afaik
does that mean they're in the game's executable?
any further progress on the running headbob? I really want to play this game but I get a headache within 15 min because of this
same, but i was told certain things are hard-coded
boolean, true / false, probably if you finshed the quest successfully or failed it
I'm now using this guide
ty
Is it possible to change mutant aggresion levels?
Like set the chance for them to attack you
I wanted to make fleshes not always aggresive
good question
one guy was removing the jump attack
Does anyone know how to find audio files in the game using Fmodel? I'm looking at it now and I can't find the Viper firing sounds
@lusty sail all finished up, thanks again for your work on the enums!!!
https://www.nexusmods.com/stalker2heartofchornobyl/mods/891
Yooo, glad that all works 😍🔥
This is sick, and I'm still working on the skin for it (sorry work got in the way), but can it use unique textures like the Monolith DLC guns? Or unique magazine skins?
Ive not fully figured that one out yet , so no need to rush ;p
Hey!
Is it possible to add something to the engine.ini to change the damage I do to NPCs?
like some value so that I only do 50% damage instead of 100%?
You can change the base damage multiplier for yourself, NPCs and mutants, as well as put in difficulty specific overrides by editing DifficultyPrototypes.cfg and packing it into a .pak mod. I made a custom one for myself to balance the game better. Made the combat more lethal (both ways) and made the economy a little more forgiving by increasing durability and reducing upgrade and repair costs.
Combined with the vaulting and stamina params I changed, both combat and exploration are much more fast-paced and lethal requiring tactical awareness and I spend way less time grinding coupons for upgrades and repairs.
do I have to do that in a cfg? I dont know how to do that and can only really do things in the engine.ini right now
Let me know what all you want changed vs. vanilla and I can drop a mod for you in here in a .zip file. Only takes two minutes.
it's easy
If you want to learn, go the pinned messages at the top right and check out the quick start guide from Grok.
i need more pinned messages to figure out how to do basic stuff because i'm retarded
i'm trying to change audio files for the game but i can't figure it out
there's billions of IDs
Hi all. Jumped into the Discord just to leave a mod idea. Seems that starting E07_MQ01 "Just Like the Good Old Days" removes Sledgehammer the quest giver of The Sound of Music and Quiet the quest giver of A Light in the End of the Tunnel. Would be nice to have a mod that restores these two quests.
Did you open FModel even once? Blueprints are in the resources. They are .uassets. Stalker 2 barely has any gameplay info in them though it uses cfg plugin to set blueprint properties and keeps almost everything in .cfg not in .uasset.
CFG files refer to blueprints though, almost each CFG starts from a comment that refers to a BP* item
To extract .cfg simply use export binary data in context menu or you can use unrealpak or repak, whatever
some info on how to read resources https://github.com/joric/maps/wiki/Stalker-2
The error reporting on game launch is very specific. Very convenient lol.
Descriptive Consumables is released: https://discord.com/channels/912320241713958912/1318494669939675220
Looks great with Descriptive Ammo Boxes https://discord.com/channels/912320241713958912/1312170914913194004
It would be cool to enable weapon cleaning/maintenance to increase temporary durability and/or long-term repair cost decrease. Is something like this possible without official mod tooling?
I opened it plenty of times. it crashes a lot
Need more modding resources here so we aren't dependent on asking individual questions
my prayers been answered! lol https://youtu.be/UHBBzHSnpwA?si=addOspF3FqGfEzfi
In this video our founder optimizes a project that created a disproportionate view on the cost of real time realism. This video shows major core problems with unreal engine such as workflows and foundational management issues. Then, we will address the abundant insults thrown at this studio in order to attack our credibility.
We prove the peo...
I was just about to post it 
wow i was gone for like a week and this game has a shit ton of already very high quality mods
i wanna throw my hat into the ring and add in some new ammo types - here's hoping i can turn this game into a giant weapons museum like i always wanted
Don’t forget to inject new calibers enums into game with my mod for ue4ss if you want working translations for new calibers
i'll be making all my mods with as minimal enum and other conflicts as possible so
Then you will be stucked like @half willow
had a little bit of experience on H3VR and unity - just a little lost since Unreal is not an engine i worked with before much
as silly as it sounds i downloaded Zentools from the github but when i click its exe it spawns a cmd and closes which i doubt is how it's supposed to operate - what's the next step once I download the actual program? Do i put it in its own folder?
i'll be asking a lot of questions as i navigate the many programs lol
well i would like to know how to add in new items into STALKER so if there's like a tried and true path to do so i would appreciate it
specifically ammo
actually you're the guy who made the .300 - i would love to learn off of you
mainly just to help me navigate the stuff i need to download, install and set up to be able to take it from there
easiest way to learn is to download my mod and check out the files
just like reverse engineering
Get it working first and don't worry about custom textures or localization
and after you get it working, you can worry about polishing it out later
you can also check it out on my github
https://github.com/herbatka?tab=repositories
Well alright - when it comes to textures and models that's a different ballgame but i can definitely get the datatables and stuff to work
Yeah, I don't know if anyone has already figured out porting models
That's why my gun is a variant of the 416 and not the HK437
Its most likely ill just duplicate the USP and call it the SW40 until i am able to port a .40 SW model
Don't have to dupe it, if all you're after for now is the ammo, you can make a conversion kit upgrade for it.
I intend at somepoint to have very unique calibers like 7mm Arisaka or 7.63 Borchardt
Just because gun museum moment
I chose the ammo first since that is the most achievable
For my current skillset
Yeah I get ya, if you need any help, you can send me a dm, and I'll try to answer 🙂
Thank you homie i will take you up on that tomorrow mornin
is this normal?
Anyone knows where the ammo meshes are located? Not the textures
check pakchunk16 utoc
Drag&Drop method of applying icon to the item. I just simplify path to the icon for the user friendly editing, but after saving to cfg it converts back to Texture2D'Game/GameLite/...'
Still need to work on it to make it work properly for early testing, there are many things that can broke tool 😄
oh thats sick
Has anyone figured out how to manipulate parts of UI elements, like it was done here? Mod is not unpackable, author said he is very busy and disappeared 🙂
https://www.nexusmods.com/stalker2heartofchornobyl/mods/515
Author keep it in the secret I guess, dunno why, he's nothing lost if tell us the secret...
I've tried to unpack and ask him, but nothing
I wish there some tool that can unpack or decode ReZen tool paks
Yeah, I have a feeling he is ghosting me.
I do believe it's this file: Stalker2\Content\GameLite\FPS_Game\UIRemaster\Inventory\W_LootGrid.json
Yet when I import it in UE, what should I chose? I guess it's a DataTable, but what Row Type?
It's a widget
Not a data table
Class is WidgetTree
DataTable is just like Excel rows and columns with data
So how to properly import it in UE, if I even need to do it?
Oh god
It's like mimicking paths, structure and names of classes
And somehow edit in different blueprint that will be loaded at the start of the game
I've tried before to do it, to simply hide logo in the main menu or add new label to the screen, but unfortunately it was failed, nothing works
Hi guys. In which order game loads paks from ~mods folder? Created compatible version of mod with another mod, where conflict only in one file. And file always loads from original mod 😦 Not depending on name (tried different variations of z prefix). But merged or loaded single all works fine.
Alphabetical. How you see them in folder (if sorted by name), that's the load order
zz_FactionsPatch_P.pak
zzzzzz_BNPS_FactionPatches_Compatibility.pak
loads file from FactionsPatch
zz_FactionsPatch_P.pak
z_BNPS_FactionPatches_Compatibility.pak
loads file from FactionsPatch☠️
Add "_P" at the end
game parses postfix P? Or what?
went to test..
OH, now I see, all mods that I have has _P on the end.
What this means?
And it's works, thanks!
Priority
As far as I know, using something other than “z” in front of mod name can cause mods loading even before vanilla, which leads to problems. Also, I have no idea how this structure with separate folders actually works.
For more control, dump pak files right into ~mods folder
Vortex loads in this order, I tested it.
And it´s also written there:
Though I can be wrong, sure
Maybe Vortex does something behind the scenes
God I want proper and fully working MO 2 for Stalker 2 🙂
But yeah, _p loads last
*Correct way to adjust your mod’s load order is to add _{priorityNumber}_P to the end of the pak file name, before “.pak”, mod with highest priorityNumber will be loaded last. This takes priority over the number of z characters.
Example: z_mod1_100_P.pak will load after zzz_mod2_99_P.pak and will override duplicate content.*
Two priorities, one with higher priority over another. Not confusing at all 
Straight forward 
it should be fine to use previous game version cfgs for the latest game version assuming they werent edited in any way?
Ofc
I'm unsure where this would be or if it's in a cfg but I had an idea for darker nights. Possible use the mechanic from the wandering lights anomaly to set the exposure for night time
Setting it around 25/30% of that would solve the darkness of night but leave exposure for day settings untouched
Huh? It's already dark as fuck, event flashlight didn't help lol
Adjust your gamma, contrast and brightness in-game? I calibrated mine because I have an HDR display but night is still almost pitch-black. Can't see except with a flashlight.
does anyone else feel like slugs are horrible? or is it just me?
I'm on 50% everything SDR, flat monitor settings and can see clearly at night. Would be interested to see a screenshot. Sounds like people have varying dark levels. Adjusting gamma down would be fine but makes days and interiors to dark becomes flashlight sim in the day
They actually do less damage, yes. That's why they are cheaper than buckshot.
interior is fine but outside i should only really see around the barrel at 02am
but thats dumb D:
against bandits or similar it should be a single hit kill imo
but it feels like a pea shooter now
Handy damage sheet for all weapons. Info is pulled straight from the cfg files so it's all accurate.
At the bottom shows how the different ammo types for each weapon affect damage, durability, etc.
doesnt say it supports widgets but you might give it a shot
Darker nights are coming sometime-ish to my mod
CFG tweaks?
Does anyone found how with UE4SS show popup with custom data?
Cause I found this (screen 1) and tried to execute it with Lua (screen 2) but get this (screen 3) :0
is there a way to edit attachments textures like scopes, suppressors and magazines without UE5? or is there no way around virtual textures?
Does anyone understand how subitemgenerators and weight/chance work? I'm trying to get the NPCs to drop a single armor, that they are wearing. I keep getting multiples or all armor sets in their pool.
Chance is just a percent. 0.0 = 0%, 1.0 = 100%
Weight is a simple formula: current entry weight / sum of all entries weights.
Chance for drop when using weight is 100%, but weight determines a chance for a specific item. For ex.,
Weight of A = 1
Weight of B = 2
Weight of C = 3
Chance of dropping exactly "C" item: 3 / (1 + 2 + 3), which is 0.5 (50%)
Yeah, that's what I figured, but when I'm using weight, armor doesn't drop. If I use chance, it drops multiple
IE this. (Chance would is set here for testing purposes. Ideally, only 1 should drop)
You cannot use chance and weight at the same time
I've tried just using weight, I get no drops then.
Well, still, either/or
Well, I've used chance for the subitemgenerator, and weights in the armor generator. let's see how it goes.
According to DynamicItemGenerator.cfg, you can use Weight = 1 or Chance = <0.0...0.1> for EItemGenerationCategory::SubItemGenerator, yet PossibleItems for it contains only one entry.
Show me your struct where you call GeneralNPC_Neutral_Armor
here is the whole subset
Yeah, I can force it manually by inserting the armor struct into each soldier struct, but that is really going to suck to maintain and bloat the file
You cannot use
MinDurability = 0.0
MaxDurability = 0.85
or any other parameters in EItemGenerationCategory::SubItemGenerator except Weight or Chance. Also make sure your chance is a float (1.0 instead of just 1) just in case
Anyways, I highly recommend go through vanilla code and follow exactly same structure
Also, you can look at how Better NPC Progressive Loadouts does it: https://www.nexusmods.com/stalker2heartofchornobyl/mods/596
Vanilla structure works fine until I want to have armor drops, then it falls apart.
I noticed that in the instances of armor drops in vanilla, they had peeled those out into different variables, bu ton ly 1 case at time
That is already implemented in, i'm trying to get that to work with NPC's dropping armors.
That mod doesn't have them drop armor's unfortunately :/
I've been working with that mod author, we are running into the same issue with multiple spawns lol

Weight is also a float. Didn't notice that.
Where did you find this info?
From personal tests and reading vanilla code.
Haven't seen any sub generator that has anything other than chance or weight
I was pretty confident chance and weight were similar but seperate. IE weight is used to determine between the objects, and chance is the drop/spawn chance.
Well, maybe you can use both at the same time, but I haven't seen that in vanilla either
Proper debug log would help, but we don't have it 😦
Yeah, big sad
What I'm not understanding is the usage between weight and chance, I haven't been able to determine a logical pattern
omg, is it common knowledge that all artifacts that give you physical protection are currently bugged? even artifact that gives you "weak" physical protection will max out your physical resistance
"weak" gives you +7 physical protection, flat value, max value for physical protection in vanilla is 4.5
that's +7 on top of your armor
just look at that https://www.youtube.com/watch?v=y5pHW7PejFI
watch HP values after I change artifacts including modded +1 arti
weight item fights for a spawn with other weight items - there's only 1 result. Chance items spawn independantly based on value.
If that's the case, and Chance is the only thing needed for drops, that would explain why in dynamics, there are var1 and var2 structs. Those are the ONLY ones using chance, and those are the only ones by themselves and they drop.
You trigger a sub generator with a chance that refers to a struct with weights. Makes sense.
Other way, use weights in a subgen to point to a struct that drops the armor. If they are independent using chance, you must separate them, like they did....oh gosh I see a long day ahead of me.
Yeah, good luck. My custom stash loot gen is 4000 lines long.
Yeah....sadness
Worth submitting a report to https://support.stalker2.com/hc/en-us/requests/new
doing it right now, lol
if you guys suddenly loose your phys resistance after next patch, you know whom to thank 
I feel like I'm missing something, it's too obvious, both in gameplay and in code
I tested only grenades, maybe it's not like that with bullet damage?
Don't be so sure, you first have to pass the bot that asks for saves and god knows what else after you submit a ticket
So I finally found the 2 lines that seperate me from getting 3 FPS or 50+.
"r.LightCulling.Quality=1
r.LightFunctionQuality=1"
Setting it to anything below 1 makes underground tunnels (etc) look like its day time and the sun shines through the ground into the tunnels and buildings.
Way to keep the dark creep factor without losing ALL frames?
No. Welcome to crappy world of Unreal Engine
Well, as Im new to this side of things, wasnt sure if it would full disable or lesser the quality.
cause light function is the one thing that kills my frames in stalker 2
it seems at least
would you consider downloading unreal
all these engine functions are easily viewed as checkboxes with descriptions when you hover on them in unreal engine editor
if youre searching for settings
uetools on nexus has a full cvar list in its download of exposed cvars
i also made a mod
I have UETools downloaded yeah, so looking through that could help me with keeping lightfunction and keeping frames?
looking through that, being the cvars list
my frames are literally 8 or less, I just want to have it playable without losing light function and Im on low EVERYTHING with a 3060, 32gb ram and an i7 12th gen.
doesnt sound right
All I know is, if I disable light function im at least 40+ fps, turn it on and Im getting 8 or less frames.
and thats with everything low and DLSS ultraperformance
your gpu is not running the game probably igpu
impossibly low unless you got a fake 3060
.
theres no way a 3060 using ultra perf dlss at 8 fps
cap
mans using a life 9000 meters mod
I have no mods o.o
I dont plan on doing mods until frames are stable with proper lighting
Ill do a quick recording showing though
8 fps 3060 cap
Even my roommate with a 3070 ti struggles to get more than 30-40 FPS on medium (hair and AA off, no DLSS settings used)
use fsr frame gen for at least 60 or so on max settings
Oh god even without light function, if I turn that on i lag
@teal wing
ugh it set as mkv hold on, ill reupload as diff format
thats wild
See what im saying, I dont get why its so bad
lov to help but is bedtime
to me that seems like igpu perf or windows auto set to not use the gpu in gpu settings
idk how to fix it without losing light function
in nvidia control panel i have it set to use the 3060, but I cant find that setting (or that explicitly says to use the 3060) in windows setting. Im still digging though
and have a goodnight yerts
windows key start menu, type "gpu"
This area?
why are they off
idk, never turned them off
So turning them off will help? 😅
I stg if thats all I needed to do, ima kick a fat kid in walmart.
turned them on and restarted pc, gonna find out shortly lol
you wanna click on graphics at the top and see if stalker 2 is listed using high perf gpu
(but those on the page you sent shouldn’t be off)
yeah its set to use my 3060 already, nvidia app musta changed it for me when i did it in that app
oh wait, it added the wrong exe
Sorry, but can you move to another channel
i added the right one now
this is the mod-making one
Well it was about modded engine.ini
at first atleast
apologies
hi, does anyone know how to associate specific .wavs in a namemap with the .wems? MUS_GameWorld.uasset metadata lists all the bgm as named wav files then as wem files with random numbers, but the order of the .wem files doesnt seem to match up at all with the order of the .wav files
Is there MinHUD mode for the latest game version?
like a compass's cardinal directions
Hello guys, anyone know a good LOD mod that fixes the trees/buildings etc. loading in further away?
I saw a couple but idk which one is best
I run the game at 170 fps average anyways so idm if it decreases my performance a bit, it just kills my immersion
So, this one dropped. Claims to solve all current modding problems, yet problem is that a player has to download and configure this tool, which is not ideal.
Also, I don’t know about writing instructions in json. Feels tedious. What if I modify hundreds and even thousands different lines? What if vanilla changed its structure?
Hello everyone! I'm very new to the community, but I want to release mods related to anomalies (including anomaly grenades). Does anyone know a console command to spawn anomalies?
I guess it will makes mod install harder for non modder users, instead just drag and drop paks they must do some stuff to setting json mod properly before play 🥲
But this can be somewhat useful in mod production, actually. Yet I don't believe it solves mod merging - there are too many caveats.
What mods cant be made standalone? I know refurl doesn't work on some things but don't know any specifics.
Hi guys , i m currently testing to allow new attachments to a weapon.
But I cant find how to set the good position on the weapon model!
If somebody know , You make me so happy!
You mean non-intrusive? Any mod that changes vanilla values
By the way, for easier merge, edits in ZzMutantLoot.cfg should be a direct full override.
The rule is simple: if you are modifying vanilla entries, it should be a full cfg override.
If you are adding new entries (items, effects, meshes etc), it can be a separate file.
Right now, if a mod loads after Mutant Loot, it has to directly override ZzMutantLoot.cfg to make changes or duplicate its changes afterwards. Refurl is not an injection, sadly.
For ex, if I override mutant health after Mutant Loot (using refurls as well), there will be no loot
I have heard the exact opposite about this, I don't remember who but someone tested exactly this and it worked fine.
Well, this is tested and confirmed.
Well if this is true wouldn't it make more sense for all the vanilla edit mods to use the vanilla files, and mine that adds new entries should be standalone?
This is what is confirmed:
Mutant Loot does this first:
Blinddog : struct.begin {refurl=BlindDog.cfg;refkey=Blinddog}
ItemGeneratorPrototypeSID = MutantDogGenerator
struct.end
Then next mod in load order does this:
Blinddog : struct.begin {refurl=BlindDog.cfg;refkey=Blinddog}
VitalParams : struct.begin
MaxHP = 50 // 63
struct.end
struct.end
Result: no loot.
Anything that modifies vanilla structs should use full cfg override instead of refurls.
Only creating new structs (like new loot tables, effects, items etc) can use refurls, as I said. Sadly.
With this logic any mod using refurl is "modifying" vanilla structs, I don't understand? lol
Ahh I see, thanks for clarification
This is intended use:
FleshEye : struct.begin {refurl=QuestItemPrototypes.cfg;refkey=[0]}
You add to the pool, which is fine
Deluxe DLC uses refkey for "injection": Deluxe_GunAK74_ST : struct.begin {refurl=../../GameData/ItemPrototypes/WeaponPrototypes.cfg; refkey=GunAK74_ST} //Base info SID = Deluxe_GunAK74_ST struct.end
As they load right after the main files, this is kinda fine. Not so fine for mods. Also, GSC are just being a bit lazy and bend rules themselves here 🙂
If you want to exclude original properties you must ass {bskipref}
Ah, wait, no, they do not override here
They are creating new gun and use GunAK74_ST as base
check this file, its deluxe dlc who add monolith weapon.
Yes, this is addition to the pool, which follows the rules for refurl
{bskipref} tells engine to ignore base values?
Anyways, this is not the case of modifying existing item. There's no such usage of refurl in vanilla
exemple for attachments:
Gun_Monolit_AR_GS : struct.begin {refurl=../../../GameData/WeaponData/WeaponGeneralSetupPrototypes.cfg; refkey=GunM16_ST}
...
...
CompatibleAttachments : struct.begin {bskipref}
- without {bskipref}
CompatibleAttachments : if you remove {bskipref} ill use the GunM16_ST CompatibleAttachments . - with {bskipref} it take only those in Gun_Monolit_AR_GS -> CompatibleAttachments
Exactly
Yeah, that's useful
I will do documentation on all this tricks in few weeks
So, dear modders, if you are using refurls to "inject" into existing pool entries (including myself lol) - please stop 🙂 We are using refurls wrong in this case.
Don't forget to post link in https://discord.com/channels/912320241713958912/1309526198833119303
how do you use it? what i swrong?
Come on. I've just explained everything earlier
In short: you use refurl to add to the pool, not to edit pool entry.
Adding new item? You are good.
Editing an item? No-no.
Why?
These edits do not stack between mods. If several mods edit same entry using refurl, there will be only changes from the last loaded mod.
ok 🙂
For developpers refurl and refkey works like inheritance from base class
Thanks for sharing
This is not modifying the struct it is referencing. This is creating a new struct based on gunak74_st as a template
I ll try to start a documentation of Stalker 2 modding this week end,
to begin I ll focus
- on tools required (fmodel, repack.exe)
- unpack vanilla stalker 2 to how it is structured and file content
- basic mod : in DifficultyPrototypes.cfg modify repair, upgrade buy and sell multipliers on each difficulty
- document .cfg files mechanics
- refurl, refkey,
- {refurl=../ttachPrototypes.cfg;refkey=TemplateScopeX2} {bskipref}
As I m new moder (but 12years developer) I will try to improve documentation each step I make 🙂
Also, I will try do document variables on files.
There is merit to doing refkey for vanilla replacement
@drifting tapir yes and you can skip inheritance onsub struct with {bskipref}
Best way to think of it now:
Refurl replaces a vanilla struct
Replacing cfg ... well replaces a cfg.
Replacing structs lets you make surgical and clean edits compared to replacing structs, especially for stuff like loot tables. But downside of refkey method is that it is impossible to merge and relies on alphabetical order of cfg for conflit resolution
Hmm can you elaborate? What does it do? Im not familiar 😄
Yes, but modders should think about merges and compatibility from start. That's why it's a no-no.
Thanks! right now I would mostly need to learn how to modify existing mods on the nexus!
Idk. I would rather have modders make compat patches between each other than rely on user auto merges (which they are absolutely breaking anyways)
I dont think it is ideal if the modding meta is for every mod to replace cfg and let god user automerge take the wheel.
Compat patches become a hell if they involve custom files with refurls
But OTOH i can absolutely see modders being completely stupid with refurl. So idk.
I dont see why they would
Because I went through it. Also, auto merges become unusable.
its terms in development.
class Animal{
int BirthDate;
Eat(food)
{
}
}
class Cat : Animal{
Mewo(){}
}
the cat inherit from animal
So no, it's bad to use custom files for struct overrides using refurls. Only for adding new entries.
so the cat
Cat{
int BirthDate;
Animal.Eat(Food);
Mewo();
}
@drifting tapir hope this help 🙂
Not sure Using custom files avoid conflict and require less mmerging
its what CSG do with the dlc files
In simple terms... If you use refurl this will skip reference (bskipref) and not use data from that original reference you pointed it at
So bskipref will be put on your custom struct to skip calls to the vanilla struct?
Correct, and can be used line by line it seems
That should not be done for refurl replacement method and im scared it breaks the game
Refurl replacement is not a real replacement. It is tricking the game with duplicate variables (this is why the alphabetical order of cfgs matters)
It ignores base values
I am talking about opposite: if you tweak vanilla structs, use cfg override.
Is it appropriate to make a suggestion for a mod for someone to make here?
DLCs only add new entries to pools. They do not edit anything in base game.
I know some modding communities have like dedicated suggestion systems so that's why I ask
#1311729776066691142 message my findings on refurl
Imagine
(Not speculative anymore, actually tested)
You can suggest it here
see I did a custom file for my moddified attachments
There are merits to using refurl method.
But info on system has to be documented properly but i lazy.
And people need to not do stuff with their refurl cfgs like giving it 1 million zs so that nothing can override their refurl cfg
refurl is fine refkey is not, its simple really
Then here's my suggestion:
I haven't seen one on the nexus but there's like 30 pages of stuff in there at this point so maybe it's slipped by me:
Has anyone done anything with fireplaces/campfires and their dynamic lighting/adjusting luminosity? The vanilla fires in the game seem reeeeeeeally weak. Don't light up the area like I think they should. Has anyone addressed this or is this not something that can be handled in the same way the customizable flashlight mod is?
Also lamps. Lamps too.
User automerge is not a real compatibility solution.
So the mod meta is either modders making merged cfgs themselves, or making compatibility patches themselves
refkey just say what to take in your cfg
I send CSG Monolith weapon file
from \Stalker2\Content\GameLite\DLCGameData\Deluxe\WeaponData
Refkey is refurl no?
Refkey is what the game uses to make structs out of a template struct.
SpecificAmmoStruct uses refkey of TemplateAmmo for example.
Good luck with maintaning not only game updates itself, but 20 compat patches
refurl + refkey is not good**
I have rewritten the graphics pipeline in my mod
And 375 combinations
What "refkey replacement" does is cheat the system. By making a struct with the same name as its template, causimg a duplicate struct that the game has to do error resolution to find out what to use
This is not a good argument because you have to do the same thing (but even more) to maintain merged cfgs.
If you want to force enable dynamic lights for all sources you can do so with 1 value enabled. That would fix your issue. Can’t remember the name but I have it commented out in my ini.
Be warned this breaks flashlight
(Again, user automerge is not a good solution)
breaks them how? they just stop working?
the flashlight is no longer cone but dynamic circle spotlight
Like think about it,
Lets say you have a bandage mod. If you use refkey to replace bandage struct, you have to patch for everything thst changes bandages too.
If you replace consumableprototypes.cfg, you have to patch for everything that edits consumableprototypes.cfg.
Like i said, theres pros and cons to doing refkey or vanilla replacement. Ideally, we document info properly so modders can figure out a good meta for it
tbh I'm not convinced we cant find some solution to this, for full compatibility
https://www.nexusmods.com/stalker2heartofchornobyl/mods/221 I use this mod for dynamic flashlight stuff right now, does this do that same thing?
So I need to manually create a compat for Project Itemization, then for Project Itemization + Faction Patches, then for just Faction Patches, then for Shay's Living Zone, then for another A-Life mod, then for combinations of those mods, then for some new mod, then for another A-Life mod, then for all possible combinations of those mods, instead of making mods to be mergable by players?
Someone can write tool that pulls all struct names and finds structs with refkey replacemebt
That would be nice but still a tool the user would need and I would like to avoid that
No
Yeah.
Or you can pretend users actually merge things properly instead of blowing up their game.
(And a loot table auto merge for faction patches and project itemization probably does)
Okey 
Sure 
We're never gonna have full compatibility between mods till someone makes dltx
Your mod looks promising: Does it achieve what I'm looking for with campfires? You know, making them light up spaces better and casting shadows?
I genuinely can't remember if I've seen fires casting shadows or not, I may be dumb
I understand ramon's pov and i want compatibility and user convenience to the extent that it is possible.
But there are no perfect solutions rn, and i would rather mod authors know the risks/benefits of refkey replacement than outright forbid it.
(Also, something i speculated but never proved is that refkey replacement on certain structs can crash the game or cause unexpected behaviour. Since we are fundamentally relying on game to resolve duplicate vars for it to work)
And my take is that mod authors relying on user automerge compatibility is not a good meta at all.
And if mod authors dont rely on automerge as a fixall and make their own patches, then it becomes obvious why refkey has usecases depending on the extent of changes being made, as otherwise a bandage mod is going to need 1000 different consumableprototype.cfgs
It would be useful for modders to make patches between each other too.
r.Lumen.ScreenProbeGather.DirectLighting=0 ;0 SET TO ONE FOR NON STATIC LIGHTS
you were looking for casted shadows yes
that’s in the ini
I’m not giving a ue class in the mod Chan but thanks for pointing out the simplification
very helpful
Thankfully tho this isn’t Reddit so we won’t need to have a “well actually”
spoke too soon
indeed
Is there also a way to lengthen the reach of these lights or have you already addressed that in your engine.ini?
You could do this r.Lumen.TraceMeshSDFs.TraceDistance=90, higher number farther dist. If you want to edit the lights themselves, no
I’m so glad you put two and two together

ope someone big mad
by "the lights themselves" I assume you mean fine tuning each individual fire. I don't care about that. Since pretty much all of the fires are about the same size, I would assume their reach in the world is about the same. I'll try your engine ini out when I get home today, see what it does for me. Thank you.
would that line effect flashlights or just the static light sources?
Lmk if you have any other questions and direct them in my mod channel https://discord.com/channels/912320241713958912/1312200348303233105 and we can take a look together:)
It affects all static lights including flashlight
I'll have to see if the flashlight mod I'm using overwrites that for flashlights then. We shall see how well they play together.
They will work together but it will still be a bit odd
you’ll see what I mean when you try it
so the setting changes most all lights
static, dynamic, butthole, you name it
it’s not great for gameplay tho
I’d rather be working in ue55
imagine believing someone literally could rewrite a pipeline with an ini
ok and
we come back full circle
You two should rent a room if you want to continue. Chill.
Let me try this
.
maybe you missed that part. If you have further questions please direct them to Reddit
How are graphics real if the engine is called unreal.
If stalker was made on real engine it would be good
Not exactly
Since this is my career
why would there be ?
unfortunately some of us do this for work so please dm me with any issues and I can get to them later
lol
so he’s just a troll
we’re done here
Neat, it kinda resolved itself and I didn't have to lock the channel for 7 hours till I woke up

No but seriously, chill out
it’s ok to get caught up in technicalities
could sit here all day arguing about blue gold dresses
@ripe flame so chance & weight cannot be used together, they do the same thing except chance will allow the item to spawn. Unfortunately, it looks like if you use chance in any item generator, bodyarmor, head ect it will treat it as one giant list of things to potientially spawn, just like one of the consumable structs
Have you tried using [*] instead of numeric array [0] and vice versa?
Yes, but what is the difference? Does [*] act like some kind of inheritor?
This is my weak spot, actually. I am not sure what exactly [*] does.
Same 💀
It is used in different cases
I just swapped it in for different use cases, but it didnt help.
when order does not matter or engine does order automatically
as far as i know
I have no clue, but AI says:
In Unreal Engine modding, the difference between [*] and [0] typically refers to how arrays or lists are accessed in scripting (e.g., Blueprints, C++, or Python). Here’s the explanation:
[0]
• [0] accesses the first element of an array.
• Arrays in Unreal Engine (like in many programming languages) are zero-indexed, meaning the first element has an index of 0, the second element is 1, and so on.
• Example in C++:
TArray<int32> MyArray = {10, 20, 30};
int32 FirstElement = MyArray[0]; // Returns 10
• [* ] is a shorthand, commonly used in Blueprints, to reference the last element of an array.
• It’s useful when you don’t know the exact length of the array or want to avoid manually calculating the last index.
• Example in C++:
TArray<int32> MyArray = {10, 20, 30};
int32 LastElement = MyArray[MyArray.Num() - 1]; // Returns 30 (equivalent to MyArray[*] in Blueprints)
Key Differences
1. Position in the array:
• [0] = Always refers to the first element.
• [* ] = Always refers to the last element.
2. Dynamic behavior:
• [0] remains constant as the first element, regardless of array modifications.
• [* ] dynamically adjusts to always point to the last element, even if the array changes in size.
Blueprint Examples:
• [0]:
In Blueprint Array nodes, [0] accesses the first element of an array.
• [ *):
The shorthand [ *] or “Last Index” in Blueprints accesses the last element of an array dynamically.
This distinction is especially useful for working with arrays that are modified at runtime, allowing efficient access to specific elements.
Can you code block that I think it messed some up
It's just me but trusting AI on this probably isn't the best call. Far as I can tell, it's an opinion aggregator. Not really the best way of finding a desired solution.
True
My approach to spawn one random item from list is this:
Gamepass_ItemGenerators.cfg
GamePass_Stash_ItemGenerator_Cheap : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
SID = GamePass_Stash_ItemGenerator_Cheap
ItemGenerator : struct.begin
...
[7] : struct.begin
Category = EItemGenerationCategory::SubItemGenerator
//bAllowSameCategoryGeneration = true
PlayerRank = ERank::Newbie
PossibleItems : struct.begin
[0] : struct.begin
ItemGeneratorPrototypeSID = Omega_Stash_ItemGenerator_Newbie
Weight = 1
struct.end
struct.end
struct.end
...
OmegaItemGenerators.cfg
Omega_Stash_ItemGenerator_Newbie : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
SID = Omega_Stash_ItemGenerator_Newbie
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::SubItemGenerator
PossibleItems : struct.begin
[0] : struct.begin
ItemGeneratorPrototypeSID = Omega_WeaponGenerator_Newbie
Chance = 0.02
struct.end
struct.end
struct.end
...
Still OmegaItemGenerators.cfg
Omega_WeaponGenerator_Newbie : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
SID = Omega_WeaponGenerator_Newbie
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::WeaponPrimary
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = GunPM_HG // 950, PTM. Pistol
Weight = 100.0
MinDurability = 0.4
MaxDurability = 0.9
AmmoMinCount = 10
AmmoMaxCount = 30
struct.end
Ah, guessed so. Thanks!
I have no clue, but AI says:
In Unreal Engine modding, the difference between [*] and [0] typically refers to how arrays or lists are accessed in scripting (e.g., Blueprints, C++, or Python). Here’s the explanation:
[0]
• [0] accesses the first element of an array.
• Arrays in Unreal Engine (like in many programming languages) are zero-indexed, meaning the first element has an index of 0, the second element is 1, and so on.
• Example in C++:
TArray<int32> MyArray = {10, 20, 30};
int32 FirstElement = MyArray[0]; // Returns 10
[*]
• [*] is a shorthand, commonly used in Blueprints, to reference the last element of an array.
• It’s useful when you don’t know the exact length of the array or want to avoid manually calculating the last index.
• Example in C++:
TArray<int32> MyArray = {10, 20, 30};
int32 LastElement = MyArray[MyArray.Num() - 1]; // Returns 30 (equivalent to MyArray[*] in Blueprints)
Key Differences
Position in the array:
• [0] = Always refers to the first element.
• [*] = Always refers to the last element.
Dynamic behavior:
• [0] remains constant as the first element, regardless of array modifications.
• [*] dynamically adjusts to always point to the last element, even if the array changes in size.
Blueprint Examples:
• [0]:
In Blueprint Array nodes, [0] accesses the first element of an array.
• [*]:
The shorthand [*] or “Last Index” in Blueprints accesses the last element of an array dynamically.
This distinction is especially useful for working with arrays that are modified at runtime, allowing efficient access to specific elements. ```
^^
it was just asterisks being funky
okay:)
Issue is I need it to pick 1 out of 4 or 5, and spawn it. I've gotten it to pick the 1 of 4 but it doesn't spawn it, even when using a subgen to call a diff struct. I know it hits the struct though, because the NPC gets the visual update
My method picks one item from any amount, based on item weight
And spawns it with desired chance
Notice how there's a "middle man" generator
That's what I have setup. Middle man gen does call the one I want, and it does equip the NPC with it, but it doesn't drop the armor.
You cannot have more than 5 entries in EItemGenerationCategory::SubItemGenerator's PossibleItems struct, btw
What makes you say that? I don't think that is true
Cause I tried. If you go above, it takes into account only 5 last entries
Also, have you seen any vanilla SubItemGenerator with PossibleItems's max index above 4?
In ItemGeneratorPrototypes
Interesting. So maybe it is dependant on where you want to generate
In stashes it didn't go above 5
Also, damn, how do you look at that syntax highlight for a long time? My eyes already hurt 😄
Also, you can use any variable in a subgen, they just can't be conflicting variables.
It's easy to read. Green on black is surprisingly nice
Well, I prefer this, but sure 🙂
Yellow triggers migraines, so ew no thank you lol
standard color for strings in Sublime
All I know is, i'm really dumbfounded.
The NPC literally spawns with it and won't drop the stupid armor
This is what I did in my Project Itemization rewrite:
DynamicItemGenerator.cfg
GeneralNPC_Neutral_CloseCombat_ItemGenerator : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
SID = GeneralNPC_Neutral_CloseCombat_ItemGenerator
RefreshTime = 1d
ItemGenerator : struct.begin
...
[*] : struct.begin
Category = EItemGenerationCategory::SubItemGenerator
PlayerRank = ERank::Newbie, ERank::Experienced
PossibleItems : struct.begin
[0] : struct.begin
ItemGeneratorPrototypeSID = ProjectItemization_ItemGenerator_Cheap
Chance = 0.16 // 0.04
struct.end
struct.end
struct.end
zzProjectItemization_ItemGenerators.cfg
ProjectItemization_ItemGenerator_Cheap : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
SID = ProjectItemization_ItemGenerator_Cheap
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::Junk
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = DirtyRags
Weight = 100.0
MinCount = 1
MaxCount = 2
struct.end
One second, I think I see the issue.
Also, none of the examples have been armor, and I think that is an important distinction
Yes, gear can be treated in a unique way
If you want it as loot, maybe use "Junk" category
OH MY FUCK ME
and add
bAllowSameCategoryGeneration = true
Nope
BodyArmor is treated as the NPC mesh. You need to gen it twice to drop. 1st one goes to the NPC, second one goes to the inventory
That would be my second guess 🙂 Yet you still need to add bAllowSameCategoryGeneration = true, don't you?
No
Strange
maybe engine doesn't count it as a duplicate, as first one goes to equipment
Did it actually work?
What if you add
MinCount = 2
MaxCount = 2
instead of duplicating entries?
Ill give it a go, but yes it works
Well, here you go, nice
Yet this approach will result in 100% drop rate, which is not good 🙂
It should be minCount = 1 then, with MaxCount = 2.
Chance set to what you want the drop rate to be.
No, without a duplicate, it does not spawn.
Ive been fighting that for so long, that I know lol.
I am talking about
MinCount = 2
MaxCount = 2
Wait one, will post
XSpawnObjBySID GeneralNPC_Bandit_CloseCombat 1 false for faster tests
Remember that already spawned NPCs will not apply changed cfg rules
yeah, i know. I fly about 500m out to test
Why fly, when you can spawn
oh, thank you
cause, fly =7000 i get there fast lol
and i didnt know that command....
I've figured that out for NPCs, thanks to @eternal sapphire for XSpawnObjBySID Blinddog 1 false
You can go through my vault of findings, it's public. Link in my profile https://next.nexusmods.com/profile/MJRamon
fwiw the number in the command is the rank. Newbie, experienced, veteran, master, etc. You can use the names of the ranks in the command too.
I dont know how the rank interacts with loot tables. It is possible that a "1" spawn might always use a newbie loot table, whereas "2" uses experienced and so on.
Im not sure if "1" is newbie or experienced either. Never tried 0 in the command. Someone else might have more info on this
Oh, good to know
Can you try the command with 0 to see if anything spawns ? 😄
Works, but might be difficult to control spawn rate.
Possible that 0 is newbie.
I normally use the rank name for spawn commands so im not sure
no spawn with 0
That's good to know too 🙂
I lied, that did spawn someone
It spawns a stalker if cannot find what requested
@ripe flame Here is a snippet it, the top is the call, middle is the "middle man" and the last one is the one of the functions.
Note, I'm thinking duplicate with [0] [1] is the way to go, as min/max count is not spawning all the time, even at chance= 1
Yeah, seems like more control
But you really don't want to have 100% chance of armor drop for balance reasons
correct.
Meanwhile, as we speak, @rain juniper releases "Version 0.22 Preview(Drop armor Faction Patches)" version of "Better NPC Progressive Loadouts" which drops armor 😄
https://www.nexusmods.com/stalker2heartofchornobyl/mods/596?tab=files
.......
I had a bug, it may be viable to do min = 1, max = 2 with chance set to your drop rate.
I think that's going to have a lot of armor spawns.
If the armors are low condition and drops are rare enough it could be balanced enough
Are we pretending like vanilla is already perfectly balanced and we're going to ruin it's impeccable pacing, economy and design with giving npc's the ability to drop armor?
I mean, like 2 or 3 spawns per person
qu
When you have multiple PossibleItems use "bAllowSameCategoryGeneration = true". Example:
SID = MutantFleshGenerator
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::Junk
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = MutantBlood
Chance = 0.5
MinCount = 1
MaxCount = 2
struct.end
[1] : struct.begin
ItemPrototypeSID = MutantMeat
Chance = 0.6
MinCount = 1
MaxCount = 3
struct.end
[2] : struct.begin
ItemPrototypeSID = MutantHide
Chance = 0.3
MinCount = 1
MaxCount = 2
struct.end
[3] : struct.begin
ItemPrototypeSID = FleshEye
Chance = 0.7
MinCount = 1
MaxCount = 1
struct.end
struct.end
struct.end
struct.end
struct.end```
anyone know what the absolute protection effects are in EffectProtoypes?
like: ProtectionAbsoluteStrike9
I would like to ask about using the dev console, what are the side activities ID codes.
Not side quest ID codes.
that's counter productive in this instance, I only want 1.
And I'm fairly confident at this point BodyArmor is handled differently when it comes to drops, since the body armor is used as a npc mesh
Continuing the work on my mod, this time I wanted to try something different, going back to the roots of 2010 concept arts regarding the fanatical monolith, yet not going over the "stitch a mask to my face" line.
So here's a monolith's "assault gas mask" which is a rare sight among the monolith troops, made to strike terror and fear into the enemy, called "Gaze of Monolith", so basically a wip unique helmet. The 3d model is in the making too, but early version, still needs a lot of work.
Hm, is it possible right now to make the game to close the inventory on consumption an item?
Whole day ruined, but I've done recursive reference preview and icon selector for my tool. I'm still do something else instead of fixing global thing that broke everything xD
Before proper testing, need to fix deletion of properties and adding it to working space window. because now it just redraw new properties in bad positions and also effects don't update when I delete some of effects SIDs or some property from ShouldShowEffects.
Since they are repeatable 'radial' quests there might not be static ID's for them. The list is probably generated upon interacting with the NPC, with the objective locations generated as well. Most likely then, ID's are generated at the same time randomly.
this looks very useful lol
is this posted anywhere?
How much of a hassle is it to make a localization .pak?
Is there just a limit to how big a virtual texture can be imported into UE5? An example is this coat, when I tried to manually convert to a VT and apply a larger number as a filter, it vanished from the list
how big is the number you put in
and the texture
That specific texture (T_ful_mil_03_c_01_D) is 12288x8192
and I tried texture size threshold 16384 and 32768 and it just deletes from the list if I click "Apply Filter" and doesn't change
I was working on a camo overhaul for the Corps, and only a few clothing textures were small enough to convert apparently
I've got a question for everyone making mods for S2 or unreal engine in general (hopefully)
My formatting isn't going to be great because I'm on my phone ATM.
How much would you want a GUI to handle packing and unpacking not only .pak files, but also the new .ucas/.utoc files as well? I personally don't mind using CLI tools for one or two paks, but when repeating that it gets to be a bit annoying.
I'm working on said GUI and have .pak support currently, that's nothing special so I haven't made a build for release yet, but ideally tomorrow I'll implement .ucas/.utoc support as well.
To describe the GUI since I don't have pictures currently and can't be bothered to turn my PC back on it's essentially: select a folder (where paks and such are) on the left side, that populates a list you can select paks and such from in the middle you have your pack and unpack buttons as well as a place to enter an aes key if needed (and save it to a config file) and on the right you select an output folder where the unpacked files will go and also where you would select a folder for repacking
I know a picture would do so much better, but I'm tired lmao.
Just to clarify something too, I know other GUIs exist that handle paks, but I'm not aware of anything that handles paks and ucas/utoc (I don't even support this yet, lol, hopefully tomorrow)
Anyways, let me know if that would be something y'all are interested in. It'll be free + mit license with ongoing support and id take suggestions on features as I'm new with unreal modding so I'm not totally sure what features would be needed/wanted.
EDIT: I guess just give a thumbs up reaction if this is something worth doing
Hi, thanks for sharing your info about it, and I appreciate that you respond. But I have no idea how to get that generated ID for those side activities. I guess you need a tool for this to find every ID codes for side activities. That's why I asked here because maybe someone here who already have these side activities ID codes listed in their ID codes file for quest, side activities, and side quests.
I'm saying the ID codes are probably randomly generated in real time due to the nature of the randomly generated quests, if there are even ID codes at all. It might use a completely different mechanic from quests altogether. Basically, what you're asking isn't available as far as I know, which is why nobody is giving you an answer.
Patch 1.1 with A-Life Fixes https://store.steampowered.com/news/app/1643320/view/525329871842312365
Lets fucking goooo
this looks like a game changer holy shit
Shiit, again 999+ gigs patch? 😩
Ready or Not (UE5) had a "5 gb" patch the other day, but 60 gb worth of .paks had to be redownloaded, I loooove modern game engine architecture
Steam said to me “110” gigs 🫡
How many mods will break?
I want to finish story without problems😅 Can I skip patch?
Judging by the changelog weapon mods probably shouldn't break, seeing how GSC's not touching weapon balance so far (except the Gauss buff)
The A-Life ones might need to be removed until updated, assuming we need them anymore
Yeah, that’s true
What about loot mods?
not sure to be honest, that's not my area of expertise.
Rule of thumb: consider all mods
Has anyone been able to make a pda overhaul mod to add Messages between stalkers and events and a faction relation tab plus making the pda 3d zoomed out ?
I tried to tell everyone...just let em cook
110 GBS WHAT THE FUCK
WHt IS THIS PATXH LMAO LALAAGHAHAHAHAHAHA
WHAT
thats honestly insane like
why
When they said bigger the 1.0.3 and 1.0.2 i didn't think it'd be another game size file big
i mean there are a lot of fixes but 110 gigs is just insane
Assuming they didn't fundamentally change how mods are loaded any mods not editing vanilla files will still work, even the ones editing vanilla should still work but be outdated if that file was updated. This is a good example of why refkey mods are convenient.
Sure. I am talking about player point of view 🙂
Well, personally I will know what's changed in 5 hours 
My eta is 15 mins, if there's anything you want checked lmk
Oh, did they fix 'empty slot' thing?
I dont think the update is 110gb , just mostly validating 110gb of files
well its 1800 fixes
Yea fixes not added things
they are global tho
Might have to update localization files as the patch notes mention updates to them
I can barely believe fixes is 110gb
gsc is the dev, the game is made on ue 5
i mean
Localization mods are going to be the bane of our existence aren't they?
at least its not a terabyte
We are getting there
Mmmm, modern game dev culture, love it
I dont mind it being 110gb. But last patch was large also dont remember how large but i remember most of the size was just validating already installed fies
Over 15 localization and voiceover updates.
Updated descriptions of multiple armor upgrades.
I don't think we HAVE to update them, they should still load as is. We should always keep things up to date though.
Downloading: 110 Gb, validating: 127 Gb
Oh shid
🙂
It's most likely the fact pakchunks are a bitch to xdelta patch
Well something is broken... LowLevelFatalError [File:D:\STALKER2\s2editor\Engine\Source\Runtime\RenderCore\Private\GlobalShader.cpp] [Line: 878] Could not load section 0 (of 387) of the global shadermap.
oof
its the skip splash screen mod??? lol
welp
Just FYI, for faster compare, I use WinMerge to compare folders of unpacked cfgs. One for old game version, one for new game version. Always keep you cfgs 🙂
Well that's interesting...
Only this text is missing, I hope they didn't change how localization is loaded for mods...
There was similar problem in Project Itemization with just 1 item. Maye @neat thistle can help here
If it's related
AIGlobals has some changes, new lines of properties and some other files, like ObjPrototypes etc
Seems to be all the new items, like the localization isn't being loaded at all.
Make some coffee, guys, we have a deep dive ahead
If someone can drop unpacked clean vanilla 1.1 GameData folder, that would be great
For those of us with modem connection 
Holy brahmin...
What they've done
Just make sure there's no mods in ~mods folder when exporting in FModel
I can, DialogPrototypes and DialogChainPrototypes with 7k+ files no needs?
I need only RSQ ones from
DialogPrototypes
QuestNodePrototypes
I am exporting right now, gonna make coffee and hope it doesn't take forever...
Check if RSQ ones is correct
Big thanks!
Thanks too, @lusty sail got it
For pseudodog devs make cooldown 20s, was 10s and made MaxInstancesInGroup from 11 to 9, still a bunch of fantoms xD
A life patch
Okay umm.. Localization was pak 28 right???
lmao
Did you check the bottom of the list?
They combined it?
I remember seeing patchunk40 or smth there, but it should've been much higher with others
No 28 pakchunk
Checked the whole list 3 times now and yea.. its not here lol
Really...
Fucking hell
Now we going to play without names and descriptions 😄 😄
I'm sure they just moved it. Use Ctrl+Shift+F in FModel
oof, noice
Chill, they won't make cardinal changes to structure at this stage
Well localization mods stopped working so we are panicking lmao
gonna be a pain to figure what mods work
Interesting.
SpawnDistanceMin and SpawnDistanceMax are gone from ALifeDirectorScenarioPrototypes
Yeah, all distance settings are removed from it. Looks like A-Life system is noticeably different now.

The localization file has soooo many changes
Changed the ball description:
"sid_items_AArtifactWeirdBall_description": "A scruffy children's ball. While equipped, you recover quicker, especially in combat. It almost seems like the toy is absorbing\u00A0the\u00A0impact.",
It's so funny for me that they are doubling vendor's random quest payoffs with every patch 😄
Once my mod was 4x payout increase, now it's 2x
yeah i mean getting paid 3500 for a quest in pripyat is 
so good that theyre changing it
Still 800 for pack of dogs. Like, come on
hahah
Two medkits?
two medkits, 30 rounds of 5.45 and a sausage
Feels like home
SKEEFA, I caught word of a settlement in need of your help
Can confirm the game still cant handle missing items... tbh I wish they would just roll back whatever they did to allow these saves to even load, much better for it to hard crash on load so the user at least knows something is wrong.
I also made this in MinUI, map feels a lot readable with such small change
Because it has different shape, you can very fast read other important icons
I don't think they will address mod related things even in next patch
Too soon
Wait, you can customize the text in .json after all?
What are those in the end?
Its not really a mod related thing, sure mods are what can trigger it but its still game limitation.
It’s like basic feature to prevent bugs and other unwanted staff when developing inventory systems
Well, they didn't remove any item, so there's no such issue in vanilla. Yet.
Blyat. This is sad 😦
I hoped...
\u00A0? It's just a poorly parsed space
Is it? but why?
Get the complete details on Unicode character U+00A0 on FileFormat.Info
Cause tool that they are using is a piece of shit?
Welp
Hey buddy, loving Omega!
Thanks! Currently working on update, expect it today
Can we all agree to use this formatting when providing localization resources:
"sid_questItemprototypes_MutantMeat_name": "Mutant Meat",
"sid_questItemprototypes_MutantMeat_description": "Meat from these mutated creatures may not be the first choice for most in the Zone but with the right knowledge it can be prepared safely.",
"sid_questItemprototypes_DeerHorn_name": "Deer Antlers",
"sid_questItemprototypes_DeerHorn_description": "The antlers of this rare mutant create a local psionic field that alters the brains of nearby creatures. The full extent of this alteration is currently unknown. Research into the effect could prove very valuable, which is why scientists and traders will pay well for this item."
}```
So json merge tools can easily work
Oh, got it
Either use same identation as vanilla, if wrapped into {}
Or leave without identation, but do not use {}
I prefer not using {} at all, so I can just Ctrl+A, Ctrl+C
Well, no, we should always use identation same as vanilla.
You can keep your personal files like this. Its just really annoying when I need to edit dozens of these to add the proper syntax for my merge tool, when it could easily be drag and drop like mine and @cobalt hamlet
Missed "merge tools" part
tbh if we all used the same naming conventions and formatting It would be very easy for me to make one mega merged patch and keep it updated
I do believe we need one github, so people just commit changes
Any tutorials about localization?
I just figured out that I miss that part
I’ve unpacked localizationdb and get files in JSONs
I have this one currently
https://github.com/MJRamon/STALKER-2-United-Localization
Ehh, its easier for me to just load everyone's modular language.json and click merge. This also allows easy updating with new game versions
this is probably the best solution
so there is basically a localization mod that includes everyones changes
Do you know which Pak the Face Texs are in?
Well, it still has to have two versions at least. With "real weapon names" and without
yeah i mean for adding new stuff
this would be amazing
if youre editing the base files
not so much
Can easily merge with RWN as the base DB
Are you sure there were no mods in "~mods" folder when you exported? Some quest payouts are now so much higher, that they even exceed my mod's values
Yes
I drop out mods folder before update
Damn they cranked up that cash-money then, alright
Did you drop them off higher then "steamapps\common\S.T.A.L.K.E.R. 2 Heart of Chornobyl"?
Yes
Okey, just making sure
they’ve added a bunch of a-life specific cvars
And i use only stamina, weight and climbing mods
FModel picks up all paks in game root folder
"gsc.ModelLair.ALifeExpansion.DivisionFactor": { "Flags": [ "SetByConstructor" ], "type": "Float", "value": 0.33000001311302185 }, "gsc.ModelLair.ALifeExpansion.Enabled": { "Flags": [ "SetByConstructor" ], "type": "Boolean", "value": false }, "gsc.ModelLair.ALifeExpansion.MinModelQuantity": { "Flags": [ "SetByConstructor" ], "type": "Int32", "value": 2 }, "gsc.ModelLair.ALifeExpansion.Relevancy": { "Flags": [ "SetByConstructor" ], "type": "Float", "value": 3000.0 }, "gsc.ModelLair.ALifeExpansion.RequirementFactor": { "Flags": [ "SetByConstructor" ], "type": "Float", "value": 0.6600000262260437 }, "gsc.UnitModel.OfflineRelevancyTime": { "Flags": [ "SetByConstructor" ], "Helptext": "Offline relevancy time seconds", "type": "Float", "value": 1200.0 },
Vendor's random quests now also have 24 in-game hours cooldown instead of 72
These are 1.1 cfgs?
Waiting for the update to finish on my end. Are most mods still functioning? Any specific ones that should be removed?
The skip splash screen one crashes
Is that GameData.zip up there the new files?
wanna be safe? remove everything and wait for updates
Also,
BACKUP YOUR SAVES
Do this even if you don't use mods!
I backup my entire "\AppData\Local\Stalker2" folder
But if you want just the saves, backup this entire folder if you're on Steam. "\AppData\Local\Stalker2\Saved\STEAM"
So far everything is running as usual without issue, but I'll update my mods as they're released
I hear people saying that most rebalancing mods should be fine to use with the new patch as GSC basically only rebalanced the Gauss. Problem is I used Maklane’s total overhaul for rebalancing which probably has to go.
Any recommendations for rebalancing mods which doesn’t change too much (AI behavior) that should be safe to use?
A lot of small tweaks were made in many cfgs.
Yes, majority of 1.0.3 mods will work, but you are neglecting fixes and features added in 1.1
Currently - none. A-Life system was noticeably updated
If you are talking about overall game overhaul, I will release an update to Omega in an hour or less
https://discord.com/channels/912320241713958912/1311413765153226762
Yeah I hear you’re hard at work so it’s probably gonna be Omega. Thanks for being a champ and updating so fast!
Does anyone have this weird behaviour where game just stops compiling shaders at about 1/3?
remove the line with the cache in ini, have forgotten which one it was ^^
it´s unter "System Settings"
Yep, I have with few UI mods installed.
- ShoCified UI
- Classic Style HUD (Clear Sky Edition)
- Descriptive Consumables
It is on fully fresh game installation. Removing mods fixes this issue
I’ll look into it then later for all my UI mods, including Descriptive Consumables
Something changed, but god knows what. Have no idea yet how to fix
"D3D12.PSO.DriverOptimizedCache=1" if I remove this, I can compile the shaders
Ah, thanks. Maybe problem can be solved this way
https://github.com/chrisvblemos/stalker2cfg Cfg files bumped to 1.1, if you want to see the diffs or just clone it.
Need some help using FModel to find gun sounds using the .bnk files. I haven't been able to find IDs that match up
Have you tried Ctrl+Shift+F?
Yes, but the IDs in the audio folder don't seem to match up to the ones listed in the corresponding .bnk
All I need is the correct folder paths, for both the .bnk files and the audio files
Not sure what I'm doing wrong
The Mod or the entry in the .ini?
ini-entry should always work...
Alright, got all of my mods updated.
The mod
Anyone have the Stalker 2 "\Stalker2\Config" folder for 1.1 so I can fix the splash screen mod?
The Github link from above?
Or perhaps I misunderstood you here?
ah, sry
Really funny A-Life fix, I just witnessed the game is now spawning encounters around NPCs in the distance so it looks like they got into a fight, instead of spawning them on the player. I watched a warden dude walk around, got into distance to despawn and respawn him in my view over and over and when he started walking towards me again, the game just spawned 3 zombies right in front of him lol Not sure this really is the fix we hoped for, but atleast NPCs do seem more persistent from early testing. Thats a big win for now
Also NPCs in the offline simulation do not seem to move while not being visible, when you see them disappear and reappear they just spawn back in, pulling out their gun every single time and then moving in a different direction from previously
I figured they'd introduce more issues. It's a complex system that's gonna take some serious hours to get working properly
At least modders now have more to work with
That's the plus here.
Surely, Im just always a bit suspiscious about their fixes and A-Life promises generally, Im sure they are trying but claiming to have fixed something that is not fixed in the way they say it is, would be once again dishones. Ill give them the credit when they properly fix it, but for now it looks like they made the spawner better and somehow save some kind of offline location for NPCs, atleast statically
I think we're gonna see a lot of bandaid fixes until they have more time to figure things out
If they ever do
Imagine what CDPR is having to do to get an entire city full of NPCs working in UE5...
LOL
Witcher 4 is gonna be such a huge mess...
Holy shit. It makes you realize very quickly why they have another studio releasing updates for Cyberpunk 2077 after they said there would be no more updates. Because they know it's going to take them a long time to get the next Cyberpunk game working in this engine.

