#╟⚒stalker2™-mods-making-discussion
1 messages · Page 44 of 1
There isn't one, afaik it was never made public
Most games that use bk2 will accept bk1 files with their extension changed to bk2 fyi
Just depends on the library included with the game
anyone know how to increase the number of task's in dynamic tasks? corrently its 3, im thinking 4-5 maby? which line i should change in the files?
Does anyone know why WaterDeadlyDamage struct in EffectPrototypes.cfg cannot be modified by new loose files? Other water related effects can be modified, but not this one.
it is possible game isnt using this effect to kill you
and drown may be done in game script without reference to this effect, right?
If you replace the whole file with this struct type set to none then it won't kill you, but if you do it in a loose file by refkey then it will still kill you.
Hmm if refkey syntax is correct, then ill chalk it up to refkey weirdness.
Yeah I know about the renaming but the freeware only does 1080p. O well. Someone did a really nice Poppy field (with day/night cycle) but I would've loved to make my own HQ ones to upload, o well
Mod Idea: RWN Global has on their page they aren't going to touch ammo so it seems like real ammo names is a mod that is ripe for making. Anyone wanna give it a try? I could but I'd be learning how to do this stuff from scratch
Oh yea I forgot about this conversation
I looked a bit and found this
Not sure if it has everything you would need
https://github.com/marcussacana/Bink2
I looked at this exact page after using encoder in the google search, will test it out when on pc in a few mins
I haven't messed with video encoding since like
2012 lmao
Last thing I encoded was fan subbed anime 
Doing gods work
Last time I did anything remotely like this was back when I was messing with handbrake encoding movies for my old DVD player
Hey guys, anyone happen to know the most used loot tables by stashes, like the main ones they use to generate their contents?
Though these were the thing:
GamePass_Stash_ItemGenerator_Common_Var1
GamePass_Stash_ItemGenerator_Common_Var2
Changed them up, refreshed a stash through console command. Nope 
Hi, can someone tell me if the .uasset files have the same key as the .pak file or is it possible that this file is encrypted with another key?
Just a shot in the dark here, but since 1.1 GSC removed the AES key encryption, so maybe none is needed for the .uasset files either? Didn't try to open/unpack one yet, so just a guess.
@south kayak.uasset files are also encrypted since they cannot be opened with unreal or other programs, I think they have a different key than the .pak files or maybe I'm going about it the wrong way to try to decompress them
If by the time I get to trying to edit those with UE5 and nobody answers you/SDK doesnt come out by that time, I'll get back to you if I find something out 
@south kayakok thanks, I tried several things to create scripts but it is impossible to modify this damn .uasset file
does anyone have project itemisation 0.24 mod. author updated to 0.30 and it breaks pillhead. Didnt keep 0.24 on nexus. only 0.30 is available. Edit: stuff it i just edited the cfg files
I'm in the late balancing stages of Desolations first release and while I'm working on that, here's a small sneak-peak to the overall roadmap for the project, starting from the early release 
Urgh, finished encoding the bink 2, 1.2gb, 3min long animated main menu of the anomaly in rostok as a test and it didnt work
next test is going to be a 10 second recording
Working! finally
Anyone use Oxide's Armory Overhaul who would be able to check a fix for me so I don't have to just ship it out blindly 
What is desolation?
Did not remove death screen, I am just trying to replace the main menu. Also love Pillhead ❤️
Edit: can give that a try too though
anyone stumbled upon player's personal stash chest model? where is it? I'm trying to locate player's personal items
the problem is that personal stuff doesn't seem to appear in cfg files as a marker. even if it's in .umap or in a hub definition there should be some identifiers
I mean this stuff is not in cfg for some reason
In Rookie Village (search for sid 8F127B07488EDA6B91F2559277D5E7C2, it's a pack of items nearby) bed and chest markers seems to be missing. Either they are in nested structs (I only scan top level) or in .umap.
maybe this. it's in MainGrid_L0_X2Y0_DL0
"Type": "AnimatedItemContainerInteractionComponent",
"Name": "InteractionComponent",
"Outer": "BP_PlayerStash_C_UAID_18C04D7E62A1B1E201_1392030010",
"Class": "UScriptClass'AnimatedItemContainerInteractionComponent'",
"Template": {
"ObjectName": "AnimatedItemContainerInteractionComponent'Default__BP_PlayerStash_C:InteractionComponent'",
"ObjectPath": "/Game/GameLite/Blueprints/Interactable/ItemContainers/BP_PlayerStash.0"
},
"Flags": "RF_Transactional | RF_DefaultSubObject | RF_WasLoaded | RF_LoadCompleted",
"Properties": {
"Guid": "4582C305-4A0E8003-267CF5B5-0938077B"
}
yea that was it. the missing container is BP_PlayerStash_C_UAID_00D861D9738D0AC601_1932023010 from MainGrid_L0_X6Y38_DL0 it's not in the cfg files at all. can't find the sid either
Looks like are those DL0-DLrandomhex are cell versions/revisions. X,Y numbers go up to -126..126. eg. RainShadowGrid_L0_X126Y116_DL0
The cell coorinates are calculated from latlng x = Math.floor((latlng.lng / w - 0.5) * 128) y = Math.floor((latlng.lat / w - 0.5) * 128);
anyone using this to merge mods in vortex?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/326?tab=description
If this is the Tool which is automatically included in Vortex, then I did
So how's modding been in the game? Haven't been checking much. Are AI and A life mods broken still?
Any insight on how to prevent damage from causing your backpack to close? I'm stuck taking psy damage from a controller because my backpack instantly closes from damage after opening, making it impossible to use any drugs to fight it.
No, the one you're thinking of is Simple Mod Merger. They work very differently. https://www.nexusmods.com/stalker2heartofchornobyl/mods/369
Used to! Swapped to SMM bc I needed more control over merging.
That was also before they made some improvements in handling new lines and new cfg files. Will prob move back to it soon since it's more automated and doesn't alter any files like SMM.
AI and A Life Mods have been improving progressively since the start. They're better than ever, improving some vanilla annoyances. Shays or A Roadside Panic are def worth trying. Shays tends to be more active and increases NPCs encounters, whereas ARP is closer to vanilla activity and favors mutant encounters (but balanced overall).
That said, haven't had a chance to try either of their latest versions.The latest major game patch (sorta) fixed offline ALife but severely capped online distance/bubble size, so changes that can be made are more limited. Still I'd personally go with ARP over vanilla if just bc it integrates improvements to NPC distant aggro.
Omg I can send pictures here.
I bought a tapestry for my brother that is in the game....and I need opinioooons plsss ;_;
Anyone williiiing?
There are still some issues I'm trying to sort out. Things can go south when merging mods that add new base templates or modify same array struct.
Good to hear. Last I heard, patch 1.1 broke a lot of the alife and ai mods and some of the cfg edits were not changing anything anymore..I remember @thick widget was very frustrated at this.
Hi? Hah
Funny enough vanillas version of alife pauses them in offline till you show intent to move closer. Also likes to cull them quite often.
Did find a way to jailbreak that while looking to extend the radius
So they’ll keep on their way without you
Nice. Appreciate all your updates! How would it handle lines or even whole structs that have been reordered? I think I noticed that when using SMM in MHM and one of it's compatability patches.
Also found out the collision profiles/channels were very unfinished. Was able to use an old build default engine.ini that was more complete and merged them. Adjusting the naming structures where needed. So npcs can’t see/shoot through most solid objects like terrain….
I put them up on nexus not sure if links are good etiquette in this channel
I'm parsing config text into list of key value pair objects before merging, so order doesn't matter here, if structs have same name then they will be treated accordingly. Current issue with template structs is that merger doesn't preserve the order of newly created structs, and it's important when new structs are used for inheritance via refkey.
Hmm, do you have an example merger that demonstrates that issue? I'd be interested in learning more. Also, is adding newly created structs an avoidable issue? Is there a more compatible approach mod makers can take, such as accomplishing the same via new cfg files vs adding to existing?
I do. you can see it when merging this two mods
https://www.nexusmods.com/stalker2heartofchornobyl/mods/658
https://www.nexusmods.com/stalker2heartofchornobyl/mods/76
Fully Unlocked Ballistics and Range adds a new carabine weapon template in WeaponGeneralSetupPrototypes.cfg. After the merge that template ends up below the structs that use it as refkey.
Adding new config files is not always possible. For example, if you want do modify base weapon templates in WeaponGeneralSetupPrototypes.cfg, you need to do it inside that file because those templates are both declared and used there.
Ah hah! I think dropped FUBAR for that exact reason. Couldn't easily figure out how best to merge it with that change and my other mods. Dropped it for that reason (among others).
That's helpful to know and thanks for sharing!
I'm thinking of another way of merging mods. I've recently discovered that declaring same struct twice in one file will result in them merging together, so that can be used to merge multiple mods in theory. Here's an example.
SomeObject : struct.begin
SomeProperty1 = value1
struct.end
SomeObject : struct.begin
SomeProperty2 = value2
struct.end
SomeObject : struct.begin
SomeProperty1 = value3
struct.end
Here's how game sees it after loading config file
SomeObject
{
SomeProperty1 = value3;
SomeProperty2 = value2;
}
Kind of works like c# dictionary.
That'd be very convenient. Would you integrate that based on load order?
Based on load order and what is used as refkey.
Has anyone tried insering
DefaultALifeLairExpansionToPlayerTimeMin =
DefaultALifeLairExpansionToPlayerTimeMax =
Into individual sections on ALifeDirectorScenarioPrototypes?
does not work, they locked these out
This is how we modified the radius before 1.1.0
Then they gave us the good ole middle finger.
don't put it past xbox
I'm filled with fear and trembling
So we're stuck with:
DefaultSpawnDelayMin
DefaultSpawnDelayMax
DefaultPostSpawnDirectorTimeoutMin
DefaultPostSpawnDirectorTimeoutMax
Or do those have to be uniform?
These can be adjusted
we've tried implementing all the old distance stuff, none of them work. time and qty do still work, you can also remove Scenario groups
IE fake scenarios HumanVsHuman etc.
Ah, so they can be leveraged. Shame about scenario groups
Last question: what about AgentArchetype and ScenarioWeights?
can be adjusted as well, its how you can tune the Director to target specific scenarios or ignore specific scenarios, but as a standard of practice don't remove or reduce the Quiet Scenario it's basically required unless you want to remove the "pause" between spawns
that's what its used for
I can work with that. Thanks
Sounds awesome..I saw these a bit ago. Good work man
Does anyone have a list of currently locked variables for Alife? I'm writing a manual (mostly for my own reference, but it could help new modders)
With my current mods, my radiation self-heals way too fast for vodka or anti-rad to matter at all, and I'm having a hell of time figuring out how to slow it down..
No armor or rad protection
EDIT: ctrl-f saves the day again.
edit again?: I change and change and see no change
+-
I don't know what I did but radiation is just accumulating at a crawl from my artifacts, and all I have to do is remove them and wait two seconds to get rid of it, and none of these DegenRadiation or VitalTick settings are doing anything. I don't know how to change values in game if I even can to test. I know this mod is loading last, I don't get it.
just asking but is it possible to add a deagle silencer
Never mind. In my frustration I forgot the obvious thing... new game
Guys, is it possible to make new tasks right now?
Anybody found the tornado arch in the files? I've been looking all over. I want to release it from that area and have it travel all over the zone...
Any mod makers in here? please make a mod for smoking cigarettes/cigars/weed ❤️
You cant add new animations to the game (at this juncture). Project Itemization has weed as an item though
is there a guide for how to make a BP mod for simple mod loader or abpml?
I see there's directions on abpml's github, would that work for simple mod loader?
ah, maybe the one in the recommended extra tools section
I’d like to know too. Or if we can have squad leaders give tasks like traders do
Is there no mod support chat for this section?
I just have 2 mods i cant figure why they wont work lol
do you have the ~ sign in the mod folder?
I do yes, sorry should phrase that better. I have a lot of mods and 2 of them are no longer working after installing and updating a few
Guys when i am installing Reshade in the STALKER 2 My game is Crashing in the starting like game is not even opening any fix do you guys know ??
Two carry weight mods. One increases the base a little bit and the other reduces consumable weights. Theyre the only two mods i have that effect weight i think. Unless project itemization is doing something idk its all i can think of
I also have mods that change consumable icons so idk if thats effecting it somehow, but no clue why the max carry weight wont increase at all
can anyone suggest a general mod merger program? Im intersted in modding other games, and like the stalker mod merger program SMM
download stalker mod merger and use it
Do I need to merge localization files to get Factions Patch working? I have repair items bundle and project itemization which has their own localization files but I overwrote them all with the CLP files off nexus since it was the most recently updated and is supposed to cover every mod that uses them. only localization dependent mod i cannot get to work is the factions patch, even after overwriting the CLP files with the ones from the mod itself
Someone knows if "GamePass" users can install a Stalker2 Collection with Vortex?
Afaik this should work.
But the guy which asked me, wrote:
Your game version is: 10.0.26100.2279
Recommended game version: 5.1.1.0
Does anyone know pf a general mod merging program for any game?
not just stalker specific like SMM?
Is anyone tried yet to move inventory to the center of screen?
Guys, where can I find vendors coordinates to be able to teleport to them via console?
I'm praying one of you glorious modders have plans to make inventories closable with F without it binding to open inventory 🙏
i dont think you actually like the game STALKER
someone can explain to me if it is a mod I see the inventory of some people exceeds the number 999, to not have a second location of the same ammunition when it would be preferable to group everything
dumb question - is it possible to make the hitbox fuzzier for specific weapons and/or scopes in stalker 2?
i'm playing on a controller and snipers seems almost entirely useless against non-stationary enemies. aim-snap also doesn't appear to work (or work as intended)
does anyone have a save before game end || strelok fight // skif ending ||
https://www.nexusmods.com/stalker2heartofchornobyl/mods/587 try this instead of consol commands. You gotta get UE4SS.
Or, if you use Simple Modloader, which can have issues with UE4SS or just don't want to install it, use this
https://steamcommunity.com/sharedfiles/filedetails/?id=3386434437
does anyone hear speak either russian, polish or korean?
Found consumable animations (and others) in pakchunk20-windows.utoc, going to see if I can speed up the bandage wrapping, but I'm totally new to Unreal and 3d modeling, so my confidence is reasonably low. I guess the one good thing about the ever presence of UE is the amount of resources out there.
anyone know's how to increase the number of dynamic task? its 3 by default, i thinking 5 maby?
i searched in the files but i found the repeat timer, but not number of tasks for each each task giver
its outdated
I don't know how to do this. Never used UE and I'm diving into the deep end. AnimBP_Bandage.uasset won't show up in UE, I'm guessing incompatible engine version or something?
Edit: I see, Fmodel is not the way here
No, it´s not. Still the actual config with his changes
do you know which line he change so npc's have 5 tasks instead of 3?
thx man
Stalker 2 uses custom edited UE 5.1 engine
Your best bet is to learn UE while you wait for SDK
I see, so it's just time to wait, then. I thought that was it, but too stubborn to quit. Thanks, I might as well do that.
THANKS!
Wait, you've figured out how to edit widgets?
kinda
Well, that's something I've dropped figuring out some time ago because of lack of time. What's the process? Thanks!
UAssetGUI to edit them
Oh God, that sounds painful
it's not the fun process if you want some big changes
Was looking into that also. Thanks for sharing 🙂
There a way to adjust load order without mo2?
With letters before the modname, google for it
Or vortex
You can add "_{loadOrder}_P" to the end of the pak file. For example modName_999_P.pak
Anyone know how the engine deals with combat voicelines? Generally, if you're trying to kill someone, telling them you're doing to throw a grenade at them is the wrong way to do it. Same goes for "hiding". Hiding? Isn't there another, more appropriate word for that in gunfight? ci....coo....cov? COVER. That's it. Taking cover
Just want to know if anyone tried it before I try to do it. Shut them up
Any idea why AISettings in AIGlobals.cfg has an additional ':' after struct.begin? Is that a typo or is it actually doing something?
Any suggestions on where to start with adjusting the frequency at which action/dynamic music cues are enabled? I currently have music turned off, but I'd love to be able to adjust the % of times the dynamic music actually starts.
I do not like how it clues me in to whether there are enemies nearby or not. 7 Days to die had an in-game option, although that is a different engine.
I found these in Corevariables, where would I find the option to adjust frequency of combatstateaction music?
// Combat Music
MusicManagerCombatScoreThreshold = 20.f
MusicManagerCombatEnemyAttackActionLifetimeSeconds = 15.f
could be a way that differentiates top-level structs from nested?
Modders is it possible for weapons to have rpm listed or is that more of when sdk is available kind of thing?
is there a rpogram out there that can tell you what mod coasued a crash? If not, why not?
please DM me
any Video Guide ??
all good here. latest fmodel. don't forget to set ue to 5.1. later ue is incompatible
Does anyone know if the engine is robust enough to tolerate a cfg file pointing at a dummy audio file, or just removing the path to the audiofile so it doesn't play?
By tweaking this section:
Bandits_Cover_G : struct.begin {refurl=../DialogPoolPrototypes.cfg;refkey=Default}
SID = Bandits_Cover_G
RequiresGroup = true
DialogEventType = EDialogEventType::Combat_Action_Cover
DialogMemberRestrictions : struct.begin
FactionRestrictions : struct.begin
Faction = Bandits
struct.end
struct.end
It has a pool of available dialogues:
AvailableDialogs : struct.begin
[0] = General_bandits_0_NPC_Combat_Action_Cover_Group_1
[1] = General_bandits_0_NPC_Combat_Action_Cover_Group_2
[2] = General_bandits_0_NPC_Combat_Action_Cover_Group_3
If I just removed that, would the sound fail or would the engine crash?
Or maybe I should change it in the definitions file
Likely will just skip over it without any options in the pool. I'd be surprised if it crashed.
You're welcome
Great Scot! I think it's worked
No cover me i'll hide or grenade out for the last 45min
Just the soft rattling of a live grenade as it's softly rolls across the verdant terrain towards me.
Might be a stupid question, but how do I convert a .json exported from FModel back to a uasset to then put it back into a modded utoc file? I know how to do pack files, but not these (I already found what I want to edit, at least from what I can see in fmodel).
dude, share this 😄 the current lines are silly imo compared to the old "wraak monalitha" (probably butchered that)
Will do. I haven't tested it with all NPC types yet
I think I got them all covered though. If it works for one
I'll do another quick with some bandits, and if that works, i'll post it within the hour
Is there some console commands I can spawn NPCS in with? It would really speed up the testing process
Not sure but I think you can with UETools
https://www.nexusmods.com/stalker2heartofchornobyl/mods/64?tab=posts not sure, but there's a whole bunch of stuff here
aha, this probably:
https://docs.google.com/spreadsheets/d/1Jip25Hgm72ewpSxa70nyPy3zzQAEmOOLxiKEr_Z8z-k/edit?pli=1&gid=0#gid=0
perfect man
Want to get this back to a uasset and into a utoc file but no clue how 😦 (setting fov in console seems to bug out scopes, so I wanted to see if we edit the menu setting it's limits instead, it would trigger it to work properly)
Not my area of expertise I'm afraid. Hopefully someone with a bit more experience can help
Hope so 😦
Is this the same way you’ve modded it for other UE games?
What did you do in other UE games?
I think mod is ready for release. Did a bunch of various faction spamming, and the combat was stright to the point. Silent Grenade Throws, no revealing tactics, no telling me they have to reload. Just silent aggression with a few approved voicelines. It'll call it S.T.F.U: Shut Those Factions Up. In keeping with tradition
This is a good guide to modding in general including a better merge program than iorigianlly mentioned. https://www.youtube.com/watch?v=jSmg7vIR-eQ&t=310s
Sup guys just a mod explainer on mod types & how to merge mods to avoid conflicts for anyone curious about Stalker 2 modding on PC. - If I talk fast please just use the pause button.
LINKS:
https://www.nexusmods.com/stalker2heartofchornobyl
Mod Merger: https://github.com/Zweite93/Stalker2PakCfgMergeTool/releases
7zip: https://www.7-zip.org/
Good...
Can anyone who is a little more experienceed with modding assist my? Why do the item decals not show up for the technician rework and repair kit bundle?
the items that are blank in the trader window?
im not understanding the localization
on nexus? ill use it
i always thought it was dumb they telegraph their movements
It irked me to the point I couldn't not do something: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1056/
Need to clean that image up a little. Stupid AI
Enjoy, Let me know if you run into any problems
just installed. Trying now.
happy new year everyone
Anyone found a decent damage model. I seem to be able to kill a man by shooting his pinky. It's SHOC all over again
Maklane's better gunfights always felt pretty fair? Well maybe not with the vanilla npc ai they're too slow to react
I'll take a look, thanks wool
If you want to help test a new version of the npc combat overhaul for 1.1.3. They'll be a lot quicker and move around cover better. Currently trying to make sure they don't freeze up or trip over each other.
Alters:
GeneralNPCObjectprototypes.cfg
CoverEvaluatorPrototypes.cfg
How to set up the order of loading mods correctly, I have these right now, it feels like some mods don't run, while the game is running stably.
@wicked raftI also have a lot of mods that don't work, I think it's the save file that is damaged by adding mods one after the other,you should create a script that removes mod data from savedate files
Can anyone tell me why an artifact in a lead container might not work? Is the problem in the artifact section or in the armor section?
Another problem is that only a couple of artifacts add radiation, and the rest with radiation do not add
||GArtifactGravy : struct.begin {refkey=TemplateArtifact}
SID = GArtifactGravy
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Artifacts/Gravy.Gravy'
MeshPrototypeSID = GArtifactGravy
Cost = 35000.0
Weight = 0.65
AnomalyElementType = EAnomalyElementType::Gravity
ArtifactType = EArtifactType::Gravity
Rarity = EArtifactRarity::Uncommon
FakeArtifactDistortionVFX = NiagaraSystem''
SoundStateTransitionOnHide = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Artifacts/SFX_Artifact_Idle_Stop.SFX_Artifact_Idle_Stop'
SoundStateTransitionOnShow = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Artifacts/SFX_Artifact_Idle_Play.SFX_Artifact_Idle_Play'
ArtifactTypeSwitch = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Artifacts/ArtifactType/ArtifactType-Gravy.ArtifactType-Gravy'
Blueprint = Blueprint'/Game/GameLite/Blueprints/Artifact/Gravity/BP_GArtifactGravy.BP_GArtifactGravy'
EffectPrototypeSIDs : struct.begin
[0] = ArtifactAdditionalInventoryWeight25
[1] = ArtifactAddRadiation25
struct.end
ShouldShowEffects : struct.begin
[0] = true
[1] = true
struct.end
EffectsDisplayTypes : struct.begin
[0] = EEffectDisplayType::Value
[1] = EEffectDisplayType::Value
struct.end
JumpAmount = 3
JumpDelay = 6.0
JumpSeriesDelay = 45.0
ViewOffset : struct.begin
X = -1.0
Y = 2.0
Z = 0.0
struct.end
struct.end||
has anyone made a mod that makes days loger and nights shorter without affecting anything else like, i think its, spawn times. im guessing it is still the same
also happy new year!
https://tenor.com/view/russian-hardbass-dance-drunk-gif-13880857
anyone made a mod to get other ammos from vendors? Specifically the 7.62x54R ammo, I'd like to be able to buy it in lesser zone, or at elast in garbage
the early game sniper you can get is basically useless without some way to get bullets :/
its a simple addition
yeah, the devs did, go raid their HQ
Yea, I ended up just doing it myself by modifying the 7.62x39 vendor mod to also add the sniepr ammo
That would be awesome!
Changing TimeScale should never be done
It should be possible, there’s a fragment in CoreVariables.cfg that sets the hour at which, night/morning/dawn/sunset should be starting, but at least from what I could test it didn’t make any difference. Makes me think those variables are managed somewhere else.
Hey pros, anyone know how game differentiate save slots? I want to play new game on slot 1 but maintain my playthrough from prior (move to slot 2)
Hey guys! Happy past New years to all of you!
Sorry for disappearing like that right before targeted release, got a pretty bad case of food poisoning, finally recovered, but didn't stop fixing up and expanding the mod when I had the energy to.
Going back to full speed development on it once again, uncovered a bunch of big issues that I fixed in the time of my absence, also while I was implementing the new lootables into the npc inventories and finishing up the game in parallel, I decided to also rework the overall npc gear spawning with an intricate system. So on top of the addition of new items to the game the initial release will have:
- Fully reworked NPC gear. No more will you encounter exoskeleton wearing people 24/7 while wandering around the Zone in the late game while also having a slim chance to encounter them inyour early days in the Zone.
- Stalker population will progress with you. As you spend your days in the Zone, get more experienced, so will the stalkers you encounter. Over time the ratio of newbies, experienced, veteran and master stalkers will keep changing, but one will never completely overshadow others.
- More diverse weapon and armor pools. Different ranks of stalkers now have access to much more varied weapon and equipment selection. A newbie can be found using an advanced weapon very very rarely (they could've looted it of a corpse or found it in a stash), while some veterans and even masters might still prefer to rock that Zorya outfit due to personal reasons, though that is also a rare sight.
- ** Food overhauled and availability rebalanced.** I felt like the game was drowning you in provision throughout the game even on veteran and the Zone was more like Sidorovich's All You Can Eat Buffet at times.
Hi there message limits
They are
hi so uhm idk if this is where you ask help with mods but uh ik it says mods MAKING but ive seen other people asking for help so ill do that too.
ive encountered this problem with custom items. im using mutant loot mod (which works fine) also project item (which also works fine) any reason why THESE mods dont "work"(https://www.nexusmods.com/stalker2heartofchornobyl/mods/667)
(https://www.nexusmods.com/stalker2heartofchornobyl/mods/1005)
added layers https://joric.github.io/stalker/
dont work as in their names are... well.. that
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1005?tab=posts
Checking mod posts usually has most questions already answered.
If I had to guess without looking too hard or testing and assuming Luminance settings aren't just for the flashlight. Probably need to change the curves to keep it light longer
I need some brave strong hard men for a debugging mission. These men only need one requierement: They are in the late game and have triggered the Endless Rain bug. 
Use this, set your time scale via commands to really fast and see if the weather changes from rainy at all after a in game day or two
Been trying to follow the guide of texture file editing, believe ive got everything set up in unreal engine but everytime i add the mod ive created, im getting an low level fatal error with the culprit being GlobalShader.cpp
Anyone have any ideas on what I might be doing wrong?
Or it's in unlisted variables for the weather controller 
Oh boy.... let me tell you something about the weather curves, light and sun position....it's a cluster fuck
Technically it is possible to make days longer but it will require a monumental amount of effort
Alright well not sure why, but enabling "Cook Everything in the project content directory" was the only way to get this to work!
You're probably missing the DataAsset labels and/or ticking the always cook and/or label everything recursively
Haha I had a feeling after a quick peak. The rest of the game kind of follow this same messy pattern so not surprising at all.
It's a struggle. I don't see it being possible until we know what the capabilities of the sdk are
But even then, it's about a couple dozen curves you need to modify, to get sunsets and sundown's properly
Had all of the requiste stuff checked from the guide, none of it worked until I ticked Cook everything for some reason...
Might just chalk it up to unreal being unreal lol I work with in game dev and still gives me issues constantly.
Yeah looks fine. I recommend a chunk id higher than that tho. Something like 1500 ish
Oh well works now, appreciate you taking a look either way! ❤️
Good luck,and have fun
can you explain more?
what's the current length of daylight and night time? as a percentage of a single day
Eveything, from the color of the sky, to the fog, to the diffussion of light, to the brightness of the sun, is dealt by the Weather Controller, and each of this is an individual file to modify
Sunrise is at 6-7am, sundown is at 7-8pm
I believe they do have night longer than day time
seems realistic anyway. night seemed a lot less dark in SoC... i think this is greatly affected by monitors/settings, i can't see ANYTHING at night, i've seen a few others complaining about this
i wonder if they developed the game on some very bright monitors
i wouldn't mind 50% night really, if i could actually see
I believe some of the lighting issues are related to their defaultengine.ini settings that are baked into the game.
no idea.. most people don't complain about it, hopefully it can be changed up someday if more people notice
I know using Yerts Engine, I can see fine at night, but she changed a lot of the lighting setup.
its dependant on monitors and gamma setting
i'm wondering if the audio lag issue (150ms gunshot audio lag from click) might be caused by running the game from SATA instead of NVME.. i guess i'll check that
or change sampling rate
Oh not sure how sata would effect the game. A lot of things are stream load based, so I could see it delaying some pieces of the game while loading.
yes, but it happens for each shot. not sure
A buddy I've been working with on mods and ideas noticed during some experiemental collision changes that audio stuttered less. I guess it could be related to their unfinished collision profiles.
wouldn't be surprised
i'm interested to know if it's just me, or if others have the same issue and just haven't noticed/measured. i've heard from one other user who has the same
I'l try to pay attention tonight when I'm running tests see if it's a normal thing or not
ok
are random stashes actually predefined? do is it possible to get them deterministically e.g. if you open them in a certain order or something. I mean it would be great to exploit the item spawning CSG
i guess not. not without modding. random spawns are usually cheap items anyway
Can anyone tell me which file is responsible for rewards for secondary (repeatable) quests?
How feasible is an anomaly-like freeplay mode at the moment? Something that needs to wait for the proper tools to come out? Hate that you can only run around Pripyat for a few hours endgame without glitches lol
A question about load order if someone can help clarify. If I have 2 mods that change the same file. Lets say corevariables file 1 has a certain number of modifications. file2 has different modifications and 1 or 2 extra lines with other settings. What happens during the load if file1 is loaded first. Do all the modifications from File2 overight the settings in file1 and add the extra lines? what if file2 is loaded first does file1 ovewrite all the modifications from file2 except the extra 2 lines?
Ive been stuck now for 2 days, trying to make a mod balancing artifacts that doesnt need a merge. But im currently stuck and for the life of me cant figure out why. For this specific code for snowflake, it displays properly and I can spawn all tiers and shows values and not text.
But this same code in the same file but for skipjack artifact does not. It onyl shows rad prot and maximum, And I cant seem to figure out why, anyone can help?
Last file in the load order will overwrite the first file completely.
Does anyone have any experience with audioreplacing? I can do a lot with config files, but they need to exist in the game. I tried to learn from the gunjam swearing mod, but to be honest, I'm a bit baffled.
Is it simply the case that the CFG that calls on e.g 34623467345 .wem was changed to a different sound file in the config?
Because the mod is literally just sound files.
Hey guys, does anyone know why my food items won't spawn in a loot table? They spawn and work fine via console 
Here are the basic 4 generators rundown I have, trimmed for your convenience:
Fixed
Like this is what I get with this
And this gives:
makes no sense to me
Do you think retexture packs are already in the works?
anyone could make one right now
Can someone point me in the right direction of where to see if certain mods can be made for stalker 2? Is it in this discord or somewhere else?
there is no such place
Has anyone found the pda world map in the pak files yet?
Been looking through and can't seem to find it
https://github.com/joric/stalker2_tileset/wiki found a solid link, apparently its a virtual texture stitched together, makes sense!
Ya, it's tool early to say anything too definitive, especially with no official sdk. Try messing around in fmodel and UE tools, just don't do it on a save you're not prepared to ruin.
Appreciate it thanks! Hoping we can get custom weapon models sometime soon
You might try searching this room on that topic of model replacements and additions. Last I checked no one has figured that out yet due to nanite.
Unrelated, has anyone determined whether encrypted pak files work with latest update? Wondering if I should go back and remove encryption from any of the older mods I still use that weren't otherwise broken by updates.
Rejoined the discord and cant see the stalker 2 mods channel. any idea?
Anyone have any mods for retextures or graphics in genral
interesting sound design
64k pog
i was hoping for the same thing but we need to realize this game is out on unreal 5 already theres not much better this can get lol
only an update to unreal 5.5 by the devs
that doesnt need a merge
How did you manage to achieve this? I tried to do the same, but it doesn't even show artifact effects (obviously there's an error in establishing a connection to the effects file)
I'm interested in how to make refkeys in the EffectPrototypes.cfg and ArtifactSpawnerPrototypes.cfg files
Try to see if you have broken the file formatting, turn on the display of hidden characters, and see if there are any orange arrows there
If there are such arrows, then try to change them to spaces, and see if the problem is fixed.
Oh, I meant from other mods, since it alters EffectsPrototypes and most mods do, so i wanted to avoid that
You refurl to refer to whatever cfg its struct already exist in. So if it is a new entry it uses the template that usually resides on top either =Templatexxx or =[0].
And by artifacts it only uses Value instead of EffectLevel in EffectsDisplayTypes
EffectsDisplayTypes : struct.begin
[0] = EEffectDisplayType::||EffectLevel ->||Value
Struct.End
If that answered it 🙂 (im pretty new to this)
Sadly it wasnt this, But I actually found a struct.end I missed so hopefully it was that, I need to try when I get home
But this is what to use to alter a struct for ex
{refurl=ArtifactPrototypes.cfg;refkey=CArtifactCrystalThorn}
And this when you create a new entry
{refurl=../EffectPrototypes.cfg;refkey=[0]}
It also need the same structure even if one file is higher in hierarchy like EffectsPrototype
Has anyone come across a CFG that might control contextual subtites? [Farts] [Coughs]
I was digging for hours and came up short
I thought I had found the option on the dialogueprotype configs, but either, it was the wrong variable, or they have a fallback
Also, which is the best debug tool that sets me see what the engine is doing? Or one I can point at something and get some info? Does it exist?
Basicaly any tool that will let me see under the hood as the game is running
How do I fix NPC's throwing grenades? "Grok's Balanced Difficulties" mod stops them from throwing grenades, any way to change/fix that without removing the mod?
There is other mods, just search for grenade and it will show
That's not what I wanted to ask
I want to know how you made refurl links work, because when I do them, the effects on the artifacts just disappear
Can you just attach the ArtifactPrototypes.cfg, EffectPrototypes.cfg, ArtifactSpawnerPrototypes.cfg files?
So I can just see how you did it and not pester you with questions
Unpacking mods that touch on the scope of what you want to learn, looking around and taking notes is a good way to learn how to mod this game
Not as much support on here as it's a new game and we're somewhat limited in what we can achieve
I've been keeping notes of everything I learn so I can eventually post them for the community
I occasionally delude myself into thinking someone will help with a question. Never happens. Not here, not on UE modding...
[Moans in pain]
But honestly, I'd rather people were making mods than answering my questions, so I'm at peace with it
anyone know's how to unpack guitar soundtrack from the game? just encountered "sound of music" quest, had some pretty good guitar play, anyone can tell me how to find it?
Ah sorry my bad, ye i can link them when I get home 👍
I will reduce end user merging
cause the last loaded file which refers to the target .cfg seems to win and override the others. at least with some tested stuff so far
so I found an error in AIglobals for the flashlight someone at GSC goofed up on vanilla
it should look like this
anyway to remove the requirement on arena round 4?(you need to progress the main quest for round 4 to get unlocked) the problem is the shotgun reward is pretty much worthless at that point
I deluded myself thinking installing Unreal Engine 5.1.1 would help. I have no idea what I'm doing 😄 .ltx and lua scripts in text files I can understand, but this.
Yeah, it's a hefty fucker too. It took ages to install
Still no further when it comes to editing uasset files sadly 😦
Yeah, I still haven't found a reliable way to turn off contextual subs
what is the difference between clicking Yes and No?
If you press yes GSC sues you for breaking his stuff
use code blocks or else
Is it fine to.use vortex for mods or should I be using simple mod
avoid vortex yea
K good to know
I just want to finally play for a while after tweaking since release, but eventually I need to nuke the amount of ammo in corpses. Just from unloading the weapons I ended up with more than 1000 9x18 rounds before I got to the first town.
dedicated to people complaining about flashlight shadows https://www.nexusmods.com/stalker2heartofchornobyl/mods/556?tab=description
this was addressed in flashlight customiser. I think the setting is called dynamic shadows
Uploaded a few anomaly main menus. check em out if youre interested. Hope yall like em. https://www.nexusmods.com/stalker2heartofchornobyl/mods/1059
😮 k finally found how to make UAssetGUI work, now I need to somehow get this back in .pak / .utoc or something.
Hey everyone, continuing work on Desolation, this time tackled food items and effects. What I've acomplished so far:
- Split up the food items into different categories which range from completely rotten, spoiled and damaged provision, to some leftovers you can find, to the basic food which is now the rarest kind. Some foods can also be found irradiated, so gotta keep an eye on that (description is now important)
- Food items are now a bit more varied, there are different types of bread, sausage, canned food, energy drinks with various properties.
- A new experimental (+ new stat icon for it) poisoning mechanic for bad food is added which ranges from light poisoning to severe and in some cases lethal.
- This should over time blend in into overall quality food scarcity, which might put you in a tough spot where you gamble between hunger and chance of poisoning yourself.
- Food now affects sleepiness which is it's own field in description with a custom stat icon made for it. The effects also vary based on how heavy the food is on digestive system.

Here's an early preview of some food variety that I made, since then much more has been added though.
Hardest part tbh. I couldn't get mine to work
I added the mappings that are somewhere on this discord. Then I used ZenTools to export ALL the pak's because I kept getting dependency errors. It's a bit silly, but now when I open uassets from the unpacked files, they load properly.
But my mod isn't working 😦 still can't go beyond 110 FOV in the menu ffs
I think it needs to be like a .utoc file for some reason but so far I've only figured out .pak files
P.S. it's the same mappings file used for FModel
you gotta use IOStorePackager to pack stuff after UAssetGUI edits
yay another thing to figure out 😐
such is modder life
This is what I meant with the hardest part btw
It's packing it back ip
Anyone know if there is a plugin for VSC that highlights a custom block/syntax of my own choosing?
You don't happen to know something to point me in the right direction do you? 😄
Bunch of new description stat icons, including durability repair stats, poisoning and sleepiness. I'm actually pleasently suprised as to how easy it is to mod in new and completely custom status icons, gives much needed visual feedback aside from plain text
Are there any knowledge resources being developed at the moment for stalker 2 modding? It'd be nice if we could share and learn from each other.
As an example, I think I've identified a couple consequences of changing timescale, such as footsteps sounds not playing, bugged rat swarm animations, and stuttery zoom while aiming down sights. Not sure if others have experienced the same.
ADS stutter seems to be related to total playtime (https://steamcommunity.com/app/1643320/discussions/0/592882992704167506/?ctp=10). You might want to check this script to reset playtime to fix it. (https://www.nexusmods.com/stalker2heartofchornobyl/mods/254?tab=files)
Ooh, that's Interesting! Thanks for the fix.
Wonder what else playtime breaks. lol
Alot haha
There's an idea: a mod to reset playtime on launch/load. 🤔
any idea why the texture isn't clean?
it works for weapons but not arms
While I'm finishing up the NPC and Stash generation loot tables, I went ahead and sketched up a concept of what I want the gear window in Desolation to look like. This will most likely have to wait until the DevKit is released and we can edit/add widgets and slots via the editor, but overall I went for the base Anomaly layout since I think it has just enough slots without being overburdened by stuff or too simplified.
I miss CoP style icons
Are you planning to make the Desolation mod modular so we can add&drop features? I really dislike micromanagement of Anomaly&Gamma and prefer something closer to vanilla with more variation
I put down S2 again tonight because I'm just not enjoying the open world. I like the story missions, but it feels empty, even with a life fixes and mods. Can't wait till modders have better access and can make something great.
check out the colors https://joric.github.io/stalker/
Hey man, did you find an answer to this? I've tried with my own pak file and didn't work either.
hey, curious. how do i change the in game time in the console? not sure how to put it in
this way didnt give me an error but the time didnt change
trying to get some brole for a shot :/
Hi, I would like to know how to clean my save, I can no longer use my inventory reserve, the game crashes because of a mod that inserted an empty space in the inventory
XSetWeatherTime 13 00 00
Put spaces between the numbers
If it's a mod like Mutant Loot, just readd it. Drop all the items on a empty box somewhere or sell it to traders. Then uninstall the mod
@void owlthanks for the answer but it's not about mutant loot, it's the mod https://www.nexusmods.com/stalker2heartofchornobyl/mods/781 or this mod https://www.nexusmods.com/stalker2heartofchornobyl/mods/515 , I have a bug in my inventory that I can't get rid of I mean the invisible space is introduced in my save if I remove the mod my savedata crashes during loading
which means that the configuration of the files has been introduced into my savedata
Thanks man! tried that towards the end put it in and there was no error but no change, :/ may have to update something. wanted a shot of the popy field at sun set
Hey! As of now Desolation is gonna be an all in one package since it's a global overhaul by its design, but the initial release won't add too much in terms of new mechanics and stuff, it will be more of, well, more content. The next versions of it (and once the DevKit releases) will become more global, but I'll make sure that they're all up and available for download while also trying to make it so that patching wont be that difficult, so if people don't want a certain element of the mod as it progresses, they can simply do a quick patch that disables those specific changes.
For example, I dont touch the NPCPrototype config directly, instead have my own generators that I then patch into the file with my own, same with consumables, so basically those lines can be found and just commented out and that'll disable that specific change. 
Nice nice, good luck in your endeavours
This mod is not a problem but at some point it takes up an empty space in your inventory and then you can't do anything to restore the space in the inventory even by deleting the mod because if you remove it the game no longer loads
I advise you not to create .cfg files to add inventory items, this creates metadata in your Savedate which if a bug occurs you will no longer be able to recover a clean savedata.and also create uasset which adds breakages in the inventory
use the different command isent you
XSetTime doesnt work, its XSetWeatherTime
ooooo my bad, totaly didnt see that my bad
ty ty
no prob 😉
Does anyone know how to send me a clean save of the finished game without mods?
Everything it seems. Once I hit 70+ hours the game just started falling apart and lots of little bugs started popping up
I’ll give this fix a shot tomorrow
I’ve found the opposite, every little nook I’ve poked my head in has rewarded me for exploring
ohh dam, my save is arround 70 hours as well and my whole game is shitting itself. deff gotta look at this
anyone know's what cause "you have borken formating" on launch? also at the end it ask to format it
Nope, doesn't work.
Did you change timescale to increase day length? That can slow down spawn rates (and break other things).
Yeah changing timescale never should be done
Sorry if this isn't the right place to ask, but is there a mod that increases how much the camera zooms in when you press right click while not holding a weapon? I'm asking for a friend that likes looking around environments.
If there's not a mod already then I might have to learn how
It's HandlessFOVAimModifier in CoreVariables.cfg
Also i think there's a mod for it on the Nexus
if anyone needs to debug stuff related to player hp/stam you can use this command XShowStatProgres true it shows this 3rd bar is radiation fourth bar is psy dmg
Do you by chance remember anything about the mod's name. I've tried all the keywords I could think of
nvm I found it thank you
Finished up 4 factions gear generation system made from scratch so far, currently sitting at around 7000 lines of code 
Thought this would be much more tedious, but when I get to testing and see some cool results, the it was worth it! brain part kicks in and the work continues.
A small sneakpeak of overall structure for this part of gear generator. This is the main, small part featuring final iterations that spawn the inventories, below those are are giant pools and groups of specific roles that can be assigned to an npc, gear split up into categories with probability of what he would take with him, same for food, meds, drinks, armor, weapons. This and the stash loot generators are gonna be the final obstacle to the initial testing release, once they're done, everything else should be ready to kick in.
b
Hey man do you know the command to show sleeppiness by any chance? what about intoxication and hunger? I suspect it's this one XToggleDetailedVitalsStat but I can't find the VitalType
Also here's a small concept of something that is gonna be very in the future but having level design background I want to try my hand at, I sketched up a concept map of Darkscape adapted to HoC map, with quite a few liberties from the original taken to make it fit, but hey, many places were changed up so can't just stick a 1 to 1 in there easily
Image warning for data users: 4267x3350 JPEG
the original map is 65536x65536 pixels though
I know, but for a concept of a future map addition it would be too much/heavy to upload or download for the sake of showing off 1/20 of the map, so I just cut it off to where I plan to place the Darkscape with enough surrounding area to understand where this is 
Edit: Just checked, my .psd master file for the map concepts which holds the entire Zone's map is 1,5gb 
well it's fine for a concept. the map virtual texture is 3GB of DXT1, thats about 18GB of raw data
idk the only relation to vitals I found was this could try those as the names or vital types
For some reason my stamina won’t regenerate after applying this. I’ll try unequip all my gear and apply it again, maybe I did something wrong
Also super annoying I need to download cheat engine just to run this script, surely there is an easier way
@south kayakI could help you add areas, I am competent in 3D modulation, take models from the game and design it in another form or if possible add personal elements
Ok, did some diggin and found them:
but the command XToggleDetailedVitalsStat does not show any thing in the HUD, so I need smarter people than me to investigate more 😄
You have to give it the type you want info on.
I''ve tried XToggleDetailedVitalsStat SleepinessPoints
also Bleeding
am I constructig the command the wrong way?
Just a min let me go check if I can get it print back
I guess it just doesn't have any where to display probably.
If you get a version it accepts it doesn't complain otherwise it does
yep. some implementation in HUD is missing I guess...
Seems that way
Has anyone had any success whatsoever with finding a way to make the second and fourth quickslots not require a long press? Changing the config files to make it a tap action still seems to be utterly ignored by the engine, and all these long-press actions are just unforgivable, intolerable UI cancer to me.
fine with me. short press medkit long press bandage is pretty intuitive
Good for you. I was asking in the mod-making-discussion channel whether anyone had any success modding this feature. Seems not.
You have to go to sleep after running the script. One thing i've noticed, going to bed always counts the hours (It's 3 hours) towards total playtime.
ooo yeah that kinda sucks alot, dam
I mean, you can uninstall it after you've executed the script
I just exported it as an exe I can run whenever I need and uninstalled cheat engine, easier that way
Works well though, game is smooth now and I haven’t had any bugs with trader missions messing up so far
cool cool! ill add that to my sticky note. ima hold off for another week in hopes of an update
i think my issue is a memory leak cant even go near rostock. but after that i have a few fixes lined up to try
I have a short question, knows anyone how i can find the cfg data ? AES Dumpster didnt work for me :/
Thanks for offering help, though it is a bit early so its just a concept, still need to see what the DevKit is about. I am excited to check out if they use some in-built UE modeling and animation tools granted they still dont compare to standalone Blender and 3ds to make some quick edits without the need to use a bunch of 3rd party software with export/import plugins
This may be the right thing to do, that or start a new save in the meantime. Who knows if resetting the clock leads to its own issues later on. 
Maybe some quest bug fixes/stability would be nice, but it's mostly playable with some core mods I'd like to think.
Nothing has changed. Mods are infantile and small text edits. Come back in 2 yrs.
I think they just asked if it was playable not everything they hoped and dreamed 😄
mfw finally finished with npc gear generator config and its 32 000 lines of code (the vanilla DynamicItemGenerator is 19k, ItemGeneratorPrototypes is 23k) 
Well, off to write another one for stash generation 
the first image is default mapping second is your first options third image is the remaining options
So depending on what you want to switch this to idk if its in the configs but I imagine it must be in the input settings somewhere, I can see if my input settings change with this build to see if it updates them.
but you can set it to tap and switch the keybind
I'll check my input now.
it did infact change it in the CustomizedControls.cfg
I've already tried manually editing that config file. Try it yourself and see.
The game engine completely ignores the change.
Or rather, it will respect any changes to the actual key used, but the Tap versus Hold behavior appears to be 100% hardcoded at the engine level, as far as I can tell. It's maddening.
Same with the way that ladder movement completely ignores whatever your movement keys are actually bound to, and is hardcoded to WASD.
what if you change the DefaultID to 42?
I noticed the build without the dev tool uses -1
Not sure what that keyword is supposed to do functionally, but I'll give that a try the next time I poke at it.
lol
something is blocking it for sure 
Did you look in the /Engine/default inis?
To see if they have overrides perhaps?
Oh wait this is in a cfg right
Try a number:
Ifound it I believe
now to see what ours is 
well its the same, but I bet we can set it here
so quickslot 1 F1, Quickslot 1 F2
gonna try this

I will try this next if it doesn't work.
I see they put it in EnhancedPlayerInput
Is this settings we can add in Engine.ini ? I too am very interested in the tap options for F2 and F4
working on finding a solution.
if possible.
I don't think its possible 
I tried mapping it a ton of different ways, but they still have it set in a script
was wondering if someone could give me some help? ive got fmodel open and im trying to find ArmorPrototypes.cfg but its not showing in game/content/gamelite/itemprototypes. ive set loading mode to all but it still doesnt show up in the folder in fmodel. not sure what to do
Could you try using repak to unpak and fetch it that way?
Hey, noticed you missed the GameData folder in the path you specified, not sure if it was just a typo, but it's at this exact path for me:
Stalker2\Content\GameLite\GameData\ItemPrototypes
Yeah just unpak pakchunk0-Windows.pak
Anyone know if someone is working on a mod for joining factions and faction wars?
Hi yerts
What's extremely weird is with the debug tool I can change it and it works, but any changes in the cfg it's self does not, but the only thing I see updating is the cfg... And theoretically we should be able to adjust this with the +/- mapping in engine
But it still does not work
I'm trying to figure out how to edit shotgun spread. Has anybody successfully modded this yet?
Hey, everybody.
I'm new here and I want to share for review and feedback on my work with item generators for npc.
I have separated all the generators in different files and made the integration of different mods with items so that they can be connected and updated without conflicts with each other. (except for mods that recycle the same consumables differently).
I will be glad to feedback and ready to help with integration, if someone decides to still add new items.
I don't know if I can share nexus links here, so I'll just leave the names for now.
- Refactor DynamicItemGenerator.cfg - contains the main part of the refactor, which can be used as a basis for other mods.
- Community Item Generator - contains modules with integration of other mods and general assembly.
during your adventures on this, did you find any relation to Erank:: for item generation?
I noticed they have it setup slightly for say Newbie, ::Veteran etc was wondering because I discovered you can use GetCount to pull current Erank from the player.
I don't quite understand the question, could you elaborate on it?
Perhaps you wanted to hear it?
From what I understand, Erank works as a filter based on player level. That is, if our player is a veteran, only generators with Erank::Veteran or no Erank are triggered. As far as I understand, npc are always generated with the same level as the player. Accordingly, if we are Veteran, the generators for Newbie will not work. Therefore, I have duplicated settings of lower levels in the generators. So that as you level up, the variety remains, not just switch, to items of the appropriate level.
Tell me if this is not what you expected to hear.
actually this gives me a lot of what I was asking thanks ❤️
Is there a way I could patch a stash generator outside of editing Gamepass_ItemGenerators.cfg?
I have a ZZZZ_PatchTheStash.cfg in ItemGeneratorPrototypes folder which contains the following:
GamePass_Stash_ItemGenerator_Cheap : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=GamePass_Stash_ItemGenerator_Cheap}
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::SubItemGenerator
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[0] : struct.begin
ItemGeneratorPrototypeSID = MyNewStashContents
Weight = 1
struct.end
struct.end
struct.end
struct.end
struct.end```
For some reason it does not work 
Wouldn't your reference key be [0] for the main one in temGeneratorPrototypes.cfg?
Tried it with {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}, for some reason it doesnt work. I have a suspicion that it might be because of an old save I'm testing it on (cba to run and find a stash on a new one at the moment), but not sure if it makes a difference
Okay
Either way, thank you for trying to help 
Sure
All I know is if you're trying to affect a section in a main file you have to reference one of the keys that is there. Like this quest one for instance is targeting 8 in the main file
Actually probably should rephrase it's more like calling a section from the main file as the base for the new file.
Idk what you're whole setup is but I'd assume you have to call the new item generator from something else. So it's actually used Scratch that was looking at some of the others. Haven't really looked into this much myself. Seems to sort of depend. I see you have weight in there. 1 is usually low/rare.
soo, could soembody tell me what the "_P" in mod names is actually for? I see some use it, some dont, but no idea why
UE flag for Patch
Sort of a priority flag
gotchaa, fair enough, thanks!
so they released mod support for stalker 2?
not sure what you are talking about, modding was a thing on day 1 at release basically
if you mean the modio integration, no that was not released yet
they mentioned special modding tools or something?
also no sdk yet
i see, ty
also no timeline when they will provide said sdk
they said however that they want to publish a roadmap at the beginning of 2025
ooooh, lets find out then
which could be anything from now until march probably 😄
A few things I was able to figure out in the process.
- refkey is similar to inheritance in oop. We can both override values from the parent and add new ones.
- refkey to a generator with an ItemGenerator field overwritten rather than appending that field from the parent.
- refkey on structure with refkey works badly and leads to errors and crashes. While it worked inside the original files, it just crashes when you move it to other files. Experiments pointed to the problem in refkey inheritance.
- If you don't need to save fields from the original generator, it's better to completely override it, just using the same sid. If your generator is loaded later, it will completely overwrite the one loaded before it. If they have the same sid. Maybe that's the reason why you sometimes get an error when refkey is used together with the same sid?
- Items with [0], [1], etc. these [0] or [] are not indexes but map keys or variable names. I mean that you can give them clear names and work with them as with fields, getting the possibility to inherit them. Inheritance via refkey of structures that have [0] or [] leads to errors, so it's better to use clear words.
- The ItemGenerator field will be overwritten, not expanded, with either method. The best way I have found is to extend the generator in the original file by adding your generator as a subgenerator. This is the best way to easily resolve mod conflicts afterward. 2 mods that overwrite the same generator, each in their own file, is bad. It's hard to resolve the conflict because it's hard to figure out who added what and who should be referencing who.
- if you add a subgenerator with a non-existing sid to a generator, it will just be ignored! No crash. This means that we can add all the subgenerators we need to the original file in one mod, and add implementations of these generators in other mods, and in an optional order. And it will work! And it's better if different modders have their own calls in the generators, rather than trying to override the same file.
Pardon my English)
Translated with DeepL Translator (free version)
@heady thorn @thick widget Thanks for all the help guys, think I got all the information I could have asked for to find a way to approach the issue, gonna go with a full SID override in my cfg which should do the trick 
Curios when they will release the modding tools because it seems that without them community cannot make any bigger and more in depth mods
Sad
anyway to remove the requirement on arena round 4?(you need to progress the main quest for round 4 to get unlocked) the problem is the shotgun reward is pretty much worthless at that point
which files i should look for?
Just in case anyone needs this in the future, the stash did indeed patch with my method of doing this:
SID = GamePass_Stash_ItemGenerator_Cheap
***YOUR CHANGES HERE***
struct.end```
**But**... and there's always one. I needed to call these right after in my file:
```Stash_Cheap_Newbie : struct.begin {refkey=GamePass_Stash_ItemGenerator_Cheap}
SID = Stash_Cheap_Newbie
struct.end
Stash_Cheap_Experienced : struct.begin {refkey=GamePass_Stash_ItemGenerator_Cheap}
SID = Stash_Cheap_Experienced
struct.end
Stash_Cheap_Veteran : struct.begin {refkey=GamePass_Stash_ItemGenerator_Cheap}
SID = Stash_Cheap_Veteran
struct.end
Stash_Cheap_Master : struct.begin {refkey=GamePass_Stash_ItemGenerator_Cheap}
SID = Stash_Cheap_Master
struct.end```
What I'm guessing is, though the first struct did patch the GamePass_Stash_ItemGenerator_Cheap, the stashes listed above have been written to the memory inheriting data from the **unpatched** version and were using that, so had to call them again and make them re-inherit the changes.
I'm looking for some help testing a mod. Sort of trying to keep it as a surprise for the community. If anyone is interested let me know and I'll send you the details in a dm. 
Haha sorry not that yet
Been testing my stash generator and so far everything seems to work. Sometimes it's some good loot, sometimes someone dropped some gear in on their way, sometimes it's a complete waste which is also intended (maybe someone got there before you?). Though as for the extra actual gear, this was tested in a very late game where the Zone did evolve and the chances to come by some high end equipment are bigger, if it was the beginning the chances of finding some of the items here would be 0.001%, though never 0 
Once I'm done with this first preset there'll be more for different factions and ranks which stashes you can come by
Overall still got a long way to go in terms of final generation and even storytelling through it all, but the most important step which was to patch into the stashes is done with
This a rework for all the stashes around the map?
Or is this generating new stashes across the map?
Guys, does anyone know if it is possible to make a mod with saves only at bonfires?
All existing/found via looting, cant add new ones yet afaik
Then on top of this theres npc gear generation rework that is finished, trader rework, items functionality overhaul, the whole package. Some of the items I've added are already functional, like repair kits, caffeine pills, tourniquet, foods with parsympathetic and poisoning systems, others will need to wait for devkit or figure out how to implement 
really god Idea good work mate!
Sounds like quite the overhaul! 😄
Yeah, I started with jsut around 200 items first, but then realized that the implementation of them all, their corresponding mechanics and balancing would be akin to making my version of Misery for S2, so I kinda just went like "well, guess we're doing this" 
The plans once the devkit hits are massive for this project, but for now I'd at least like to get the foundation going
Yeah there is only so much we can really improve/fix at this point without spending excessive amounts of time and patches might end up breaking them anyway.
Yep, hit the realization once I tried to implement a backpack equiping system (didn't want it to just be a perma consumable) and sleeping bag. This all should be easy once we get access to the UE fork, the blueprints and the widgets
Do you guys know where I can find config that relate to save files it prescriptions and conditions?
I want to know what parameter prohibits saving during combat, maybe it will shed some light on my question...
Probably this line specifically; SaveThreatBlockRadius = 3000.0
Thanks ill have a look
Also looks like we can extend the amount of save file limits per profile (to infinity if we drop a 0?), though I wouldn't be so sure about the instabilities and corrputions this might cause
Unless the limit was imposed just because of consoles and storage saving, but then I don't see why they wouldn't just do a 0 for PC
I think second statement is right
Also thank god this, if this is what I think it is
LoadingModelsData = 0.45
LoadingManagersData = 0.6
LoadingNecessaryActors = 0.75
This was the bane of XRay and og stalker games, cause your actor and enemy actors would spawn in first, see eachother, then the models would spawn in after you're already detected when loading a game, hence the instant aggro of mutants/npcs at times
Because standardization makes it easier to fix problems
(until we ruin that with mods 😭)
True that, with current porting capabilities there's really no reason for them (except out of QoL for PC players, so no reason) to make this variable different if it works the same on both systems in this state
Plus save files in games like these are already insanely buggy, double for quicksaves
Yep, that's why opted out of touching this variable even if it was very tempting, specially with those comments in the file. But if it's done this way at this point, guess there is a reason (an unstably buggy and corruption prone even) behind this
Safe bet
I think you're relatively safe to do this as long as you have the space and was most likely in place for specific platform restraints which is just easier to setup globally for Console.
They made Campaigns unlimited cause that would be silly to never allow more than 3 playthroughs, autosaves overwrite after a certain timeout so they'll never reach the cap, and quicksaves are hard limited in this to account for consoles, hard saves should be safe to set to unlimited.
I would like to make a mod for disabling exosuit motor sounds while walking. A bit too distracting for my taste. It would be my first mod for Stalker 2. Any tips where I should look or what to modify?
in relation to the save file stuff
so I think this might work, but you would have to go into ItemPrototypes, then look for ArmorPrototypes.cfg, then search all the Exo Skeleton armor types and change this ArmorSoundType = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Human/ArmorType/ArmorType-Exoskeleton.ArmorType-Exoskeleton with something different, such as ArmorSoundType = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Human/ArmorType/ArmorType-Light.ArmorType-Light
for picture ref if that help more
Thanks, will check it
hello Im trying to make a quest for the mercs
I have been trying to add a dialog option to aslan but encoubtered this error
Expression : no_assert
Function : CXML_IdToIndex<class CPhraseDialog>::GetById
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\xml_str_id_loader.h
Line : 114
Description : item not found, id
Arguments : ask_about_documents_0
stack trace:
can anyone help? been trying for hours now
feel free to DM I am also available for voice calls
I can also provide the rar of the files I have "glued" together
check out the next iteration https://joric.github.io/stalker/
Hey, are these all your own items?
Isn't that the same as ProjectItemization+FactionsPatch+Extended Equipments?
Is there an option to combine all of these together or would it conflict with each other?
Oh she's a beauty alright 😍 think this is the last update or do you have any more ideas for it?
I'm in the process of adding all the notes / PDAs to the map (and their text to the database) there's so many of them 😭 https://www.gamerguides.com/stalker-2-heart-of-chornobyl/maps/the-zone-map
definitely think the two of us have run circles around MapGenie though 
@high rain any theories on what these attachments are doing outside the map?
i've got a guy on reddit desperately DMing me to try and find a handful of attachments but it seems like most of 'em are OOB
it's loading in very slowly but there seems to be stuff here... 
all i saw was a snork and empty backpack tho
Hey!
Yep, these are some of the 200+ items made by me for my Desolation mod, which is a global overhaul for S2
It does do what other mods that came out already did, but in its own way (visually, mechanically, balance-wise) as I decided to have an all-in-one package, kinda like what Misery was to Call of Pripyat or any other global mods for the original trilogy
There's much more in the plans, but that will be made after the initial release, when the official DevKit lands
But as of now, the initial release will have:
- 200+ lootable items
- New food items with different variations and extra systems added (parasympathetic nervous system and food poisoning)
- New medical items and rebalancing of the original ones
- New NPC loadout system which will generate a more diverse yet evolving equipment tiers throughout the game
- Trader overhaul (new items, new trading possibilities, assortment overhaul, zoned stock progression)
- Stash generation overhaul to account for the new items
Some other things I've totally forgot about
As for compatibility, shouldn't be super hard to make a merged patch, patching those mods into one of my new generation systems, the only issue would be duplicate-ish items that kinda serve the same purpose, but still, that should be totally doable
Is that a... modular 3d building kit system?! 
If that is the case, this is amazing, since it's gonna make level design so much easier and give us much more freedom with all sorts of buildings we can come up with. I was sorta afraid that they went the 1 model = 1 building route, which would make creating new variations a bit of a hassle, but this actually gives me huge hope 
I wouldn't get your hopes up too high, but nothing else spawned in the area, so you may be right 😂
You should definitely familiarize yourself with my Refactor DynamicItemGenerator.cfg
If you plan on working with object generators for npc, this will be much more convenient than the vanilla mega file.
If you're interested, we can try to team up to make the generation management convenient and easy to understand. I think a clear objective would give me the strength to do the same for merchants and geocaches.
I did read about it and it sounds cool and very useful! Problem is, I already have the generators made 😅
My NPC gear generator alone spans 32 000 lines of code, I basically rewrote the entire thing from ground up 
And how do you plan to keep it all going?))
Is there somewhere I can familiarize myself with your generators?
What do you mean? As in how the generators are gonna be used? If so, I just patch them in place of the vanilla ones, without overwriting any og files
So far I haven't released the mod yet, but there was this post way back at the start of me writing the generator for NPC gear which could give a vague understanding of the structure #╟⚒stalker2™-mods-making-discussion message
All in all I have my generators split into gear categories, which range from campfire fuel sources, to fire sources, to survival gear, stalking gear, gun maintenance and so on, then I have the ranks, probability of a role being assigned to some actors such as artifact hunter, mutant hunter, digger, technician, medic and so on, these role groups are also split up between factions, with each faction having its own unique pool of stuff to select from, it's pretty complicated as that was exactly what I was going for 
Then there's also the fact that much more of them exist, which are intertwined to some extent
markers at the top left corner are partially because I'm not filtering markers in another maps. i should filter by WorldMap_WP they have their own coordinate system. but markers at the top right are totally legit there is a test site
other maps? i haven't played much of the main story yet, do you get sent to other places?
no not really I guess they are dev maps
ahh, gotcha. interesting 
though. just look at the exports there's a ton of small maps it seems
all those houses with teleports etc
map_P_TeleportHouse_01 Skif_Home Underground_Base StuffTestMap etc
part of them are cutscene footage i guess
hmm, wonder if there's a teleport anomaly that sends you there lol
i'll change export a bit to include "area" (i.e. level) field for filtering I did that for supraland it has a bunch of rotated/scaled areas on the base map. bethesda games also have a ton of interior cells that are also rotated and scaled relative to the external world, did that for fallout london. also the feature that's a long due is to export generator data, i already export generator names in the spawns field but the actual stats is going to be in another json. they are rank-specific so i'd have to list stats for all the ranks somehow. also quests and well pdas. haven't looked into pdas just yet
godspeed 🫡
These are dev test spots, they left them in the game for some reason
I see, thanks for the insight. Strange that you can't get the attachments anywhere else - maybe coming in a future DLC?
Hey guys, after nearly 70 000 lines of handwritten item names and descriptions for Desolation items, including such generic and simple stuff as a bullet casing and duct tape I've came up with a little tool to help me lay out a foundation for some of these things, while staying up to standards of the released games.
So i present you the S.T.A.L.K.E.R. Itemizator, a customGPT fed with trilogy and sequel in-game text data and item properties to quickly sketch up the following data for any item/weapon/armor/artifact:
- Cost (Koupons)
- Weight
- Name
- Description
The last 2 are available in 3 languages by default, that is EN, UA and RU, though there are quality limitations for the last 2, since gpt is not known for quality translations, though the english versions I've tested over the iterations worked good. Picrelated are some of the examples of the outputs.
A few side notes on usage:
- You can request multiple item's data generation in 1 request, for example: "Generate chocolate bar, SV98 rifle, heavy scientific suit and 2 artifacts data" or just be more generic, for example: "Generate 5 food items data"
- Itemizator has access to the game's wiki, so he can update his data and reference things from it
- Though the default response is programmed to output 3 languages, you can request any extra on top, do keep in mind that outside of English the quality may vary.
Link to GPT: https://chatgpt.com/g/g-67813143374c81918a5701f548a6dfcc-s-t-a-l-k-e-r-itemizator
Hope this will be of any help to anyone who is just starting making mods, is finding it difficult to write varied descriptions for tons of items or just needs a base to start from. Cheers! 
Creates descriptions and name strings for items in multiple languages, adhering to the game's universe and in-game description standards.
how'd you end up adding stuff when the kit isn't out yet
Same as we did it back in the day since Shadow of Chornobyl, edititng ltxcfg files with code editors, photoshop and a little help from Unreal Engine 5.1 for packing stuff 
Intriguing
I just thought it wasn’t possible
Bit behind the curve on all this but still keen to get into it
Got some time off but idk whether to start researching things now or waiting till later, cause I don’t know what to look at
There's not much as of tutorials and things at the moment, most of the finds are discussed in this chat and are done by just exploring the GameData and it's .cfg folder.
So afaik far we can: change textures, add custom textures(inventory icons), add new custom consumables and other items, change a bunch of core variables
What is not yet possible without the toolkit: import new models, level editing, dialogue and quest editing/creating
Aight. Might look into playing around with what we can at the moment. Is there at least some guides on modifying what’s available?
These should be a good starting point
#╟⚒stalker2™-mod-resources message
Pretty sure there's a tutorial there for packing stuff, editing textures too. Other than that I'd say unpacking Stalker2\Content\GameLite\GameData and its various folders and just opening the files with code/text editors should give and idea on how things are done, they're not that different from the original .ltx item structures tbh
I'd recommend looking inside the ItemPrototypes folder in GameData to check out how items, weapons, armors are made
Suppose that’s a good way to ease into it too
Dropped in a few familiar headwear pieces while I'm at it, along with the long requested gas mask from the stalker on SoC and HoC thumbnails, so now it's a functional wearable piece. Here are the picrelated properties, description(in Ukrainian) and overall icon comparison to the vanilla game gasmask 
Edit: these will be able to be found on NPCs, in stashes and bought from some traders
That's without the models, right? Giving them out to npc's doesn't make sense yet?
Yep, no models yet, though the reason why I already gave them out is stat variance in their equipment and simple flavour variety. Though thinking about it, all the models for these are actually already in-game, the gas mask is the green one with the hose (picrelated), the balaclavas and the buff mask are also in the game, so it pretty much adds a way to actually obtain them
Yep, here are the other 2
what happens when you reference SID that doesn't exist? for example I use "ItemGeneratorPrototypeSID = ProjectItemization_ItemGenerator_Cheap_v1", but Project Itemization is not installed, so ProjectItemization_ItemGenerator_Cheap_v1 doesn't exist in memory
will it crash the game?
just a null exception
will the game handle it silently (nothing happens) or it will crash with null exception?
That depends on what the object is. Failure to enumerate doesn’t result in crash. Dependencies might tho if it’s referenced a lot
in this case I'm talking about items in stashes, like if I reference item from another mod in my code, I wonder if it'll crash the game or the item just won't be generated
It will crash
damn, that really complicates compatibility between mods
Does anyone know if there will be anomaly 2? I want to play as a fucking faction, in open world, shit would be so good
A fucking faction 🤔 Sounds like an interesting take
The game has the intentions for faction, zone(territory) control, but there's a huge chunk missing currently. Figured that out last night with Flic when we were looking through the lair config.
@south kayak brother you are a beast
Who knew they had a YA novel character in the game at some point.
Haha
Some other fun ones like RatWolf
This is actually phenomenal. What you've stumbled on here looks like legit STALKER 2 (2011) material. Here's why. Here's a concept from the 2011 canceled game, which is literally named ratwolf. Stickman? Here's this creepy thing right there. So either some materials way back from 2011 were reused or they did plan to add some canceled monsters, which might make it into DLC down the line 
Oh there are old builds with stickman mesh in them
and combat behavior and what not
So they had plans just didn't happen for the main game
Hopefully dlc
Oh, you mean the leaked 2023 build? Or are you talking about the og 2011 materials? Cause I didn't check out the leaked build up until release of S2, other than the overworld map
I think it was a 0.3.0 build that I looked at some paks hoping for some context
I have no idea if it's a good idea to do this, but I added the vault params to npc combat cfg. Could be halarious if nothing elese.
If it does work I'm going to get the mutant modders the details see if we can kill the dumb camping behavior in favor of them trying to climb up after us.
nah still has them run around boxes
probably need to change their navmesh xyz variables
Can get the mesh to consider higher ground as a path but they just keep walking into it.
Must not have it built into them to trigger. Tried changing collisions too.
Gibberish. I'll rephrase. Think it'd be possible to recalculate the damage taken by thrown objects based on size? Will the engine accept a new logic like that?
I'm trying to make a pencil do less damage to PC than a tank basically
It balances out too. Large objects are easier to doge, so if I changed the damage calculation
Damage=(Base Damage+Object Volume×Volume Multiplier)×(1+Impact Velocity Multiplier)
Is this a waiting room or something for the real stalker 2 modding chat?
24 hours
I believe this is tied into the physics system in some way I've been researching it a tiny bit slowly putting the pieces together.
ok good maybe we can cook a little.
It would be cool to divide special sounds from the music to another sound layer and make it adaptive to area’s context (like a church bells near the villages
Want to look at this just now. See if we can brainstorm a solution?
so if you want to just straight up nerf the damage you would use this calculation ThrowAbilityDamageVolumeMultiplier = 0.015 // 50000 * 0.002 = 400
ThrowAbilityHeavyVolumeThreshold = 50000
so they also target our head MinAbilityDuration = 0.0f // Minimum time poltergeist should spend preparing ability
TargetBone = jnt_head
Hmm, that wouldn't be as satisfying as fixing the game design. Larger objects should do more damage, as a balance, they are easier to dodge
which has the highest multiplier
MinAbilityDuration = 0.0f // Minimum time poltergeist should spend preparing ability
TargetBone = jnt_head
so we could in turn have them target say our hips or another jnt
which would reduce dmg taken multiplier
That's an excellant solution. As I don't see how the engine defines the size of throwing objects
the harder thing to prove without it breaking for the player is going into the physics side of it
say for instance this MetalPot
this is an object it can choose to summon, and I believe they use this in some form to calculate the velocity
but I haven't connected that dot yet.
That's a lot easier than having to change all possible objects
Does it have an asset pool from which it pulls objects?
Which dir are you in?
daytime vanilla is 30 mins yes?
something around that yeah
Ah yes, I see now.
How flexible is the engine? Will it accept additional code?
Could we insert a damage modifer per object?
e.g
[*] = Sausage { DamageModifier = 0.5 }
if anyone knows how i can edit stats for deluxe/preorder weapons, that would be neat. just a little bit more damage and less handling on the monolith pm is what i'm chasing, but I'd probably look at the rest, too
I haven't had much experience with testing how the engine handles new code or if it'll just igore it
Then insert a new damage formula :
float ComputeDamage(float baseDamage, float volumeMultiplier, float velocityMultiplier, float damageModifier) { float volumeDamage = baseDamage * volumeMultiplier; float velocityDamage = baseDamage * velocityMultiplier; return (baseDamage + volumeDamage + velocityDamage) * damageModifier; }
If this likely to be passed over?
I'm sure someones already done something similar. Maybe unpack and see what they did?
That' s how I learn a lot of the time
Regarding my previous suggestion, I have doubts, probably better to leverage the CFG as is
pretty sure it'll just pass it over havn't done much testing on that, the thing I want to try would answer this though if I can get it to work which is figuring out how to turn HoldWithActivationDelay to Tap for our Quickslots
Oh, yeah, that's a good test. Let me know how it goes.
I've seen unique weapon edits, but nothing covering the monolith variants. The full config dumps available on nexus didn't turn uo anything using ctrl-f on all files, that's only GameData, I think there's a DLCGameData folder, but I haven't figured out how to dump myself
Tried Fmodel?
You can do a lot with the metadata references
I can pull any sound from the game, using a script
Just by placing metadata into a folder and running python. It'll extacr the .wem sound id files and match them with their coresponding file name then copy the sound file from my extracted database into a subfoler named after the metadata's location
what's "a script"? calling zentools/unrealpak/repak? FModel doesn't support command line last time I checked
I used pyue4parse with python for some stuff but it's mostly 5.1 incompatible. large virtual textures is another issue, fmodel tries to allocate full size and fails. the only "script" that comes to mind is a custom c# program that uses cue4parse library
It will not crush, it will just be ignored. But it's better to work this way only with links to generators, not to specific items.
Check the community item generator. It is broken into modules exactly on the basis of this ignoring and it works.
You need to fully unpack the *chunk0.pak (1st & the largest one) from the game's vanilla paks
Inside are (I think) all the 'general' cfgs the game uses.
DLC guns are also there, albeit the path is different vs all regular guns (the folders branch early to regular & dlc stuffs).
Thanks for the detailed info!
How did that experiment go?
Did you pull it off?
Currently moving along to the Trader generators phase, which should be the last one before the initial release of Desolation.
Here's an example of Warlock and his food stock, also showcasing some its variety. It might seem like a lot, but the prices for food are now bigger and the trader stock is actually determined by the location, so the closer you are to the border, the simpler the supply line is, hence the bigger the assortment of food.
Expect to fork out a lot more for it the closer you get to the more wild territories of the Zone and in some places that are pretty much cut off from reliable supply lines... don't be surprised if you are offered up to 800 Koupons for a single irradiated sausage and that and a few pieces of bread leftovers are gonna be everything you'll be offered until the stalkers can make it to the place and actually deliver something edible 
sorry have not tested this quite yet, finishing up on something first I will let you know though.
Please someone make a faction wars mod with a diplomatic system
Theres some stuff in there related to factions and territory control. It was either cut or unfinished.
Hi guys, can anyone work out a way of changing the damage for the SOFMOD rifle? I have a personal project I'm working on and I've managed to swap default attachments and some other things, but I can't figure out how to adjust the damage for the SOFMOD without also adjusting damage for the standard AR416
In-between the trader balance I went in and diversified the healing items, medkits are now not the only option to restore health.
The overall functionality of these healing items are like this:
- Food does not heal anymore
- Bandages are only used to stop bleeding, no health restore from them (different bleeding stopping power, these go from simple bandages to tourniquets)
- Vanilla medkits now start with just a health restore, while the advanced ones have their extra perks retained, but they take a long time to heal, which brings us to...
- Stimulators. Have you ever wondered why the medkit animation is just a quick injector boost? Well that is because an injector was probably a planned separate item which I found a separate model for, which I used as a base and edited it a bit. So now you have 3 versions (picrelated) of those, and those act as a quick health restoration, best used in combat, but scarce and expensive.
Brother is making Stalker 3 
is that okay in russian? there's no another "search" in the string table https://joric.github.io/stalker/
Oh, you meant the "Search" text? That'd be "Поиск..." in russian and "Пошук..." in ukrainian 
What you got here is more in the context of "Search the body for loot", while the versions I wrote above are more akin to "Search the site for info" etc
What mod are you making
A global overhaul for Stalker 2 called Desolation, it will pretty much touch up on most of the existing mechanics, once the devkit drops, I'll add more of which I have planned. Aim is to make a hardcore, unforgiving and at the same time fair and natural version of the Zone. You can search this chat by my username to check out all the progress so far 
When is the expected release? So it’s pretty much gamma for S2 then
I'd say more so Dead Air/Misery, but yeah a big project
The initial release is planned to happen sometime soon, I'm currently at the last stages of implementing most of the current foundation, no exact dates though, cause life and all that 
Sounds good man. Good work. We all appreciate it. I’ll be looking out for it!
Thanks a lot, this interest and support helps out a ton in terms of motivation 
Yeah not being paid for your work is hard to keep motivated.
You planning on adding a faction system in? This is something I really want in S2.
I mean, I'm having a lot of fun modding and implementing the various things so far, so it is sort of a hobbie, apart from my actual job, but the support from the community just takes it to a whole another level 
Most likely, though that is something I plan to tackle once the official devkit drops and we have access to more internal stuff. I mean it's currently there, the foundation, just as with many other things, GSC didn't have the time to finish it up, but even if it wasn't there, if we'll have developer level access to the engine I don't see how writing the system from the ground up would be a problem, albeit time consuming
As a side note, most of the day today was spent on Junker, the trader from Rostok that not only specialized in selling soviet weaponry and ammunition, but by lore was a trader that buys up most of the stuff for semi-cheap prices, no matter how broken it is.
So... he's no longer just a generic trader. Now he'll have a lot of stuff to offer, not in the best quality, but if you do frequently visit him, you might snag yourself some really rare and cool gear, maybe even in pristine condition. Pic-related is his stock variety from time to time. So as of now Eugine is your NATO/Western equipment guy, whilst Junker is... well a junk trader and a soviet equipment hoarder, so check him out if you need that. Also both Eugine and Junker have had their faction changed to Neutrals, since afaik the only actual Freedom member who ||sells stuff at the Market, which should be a place for any faction to come trade, is Birch||. So a little change that I felt was worth making, just for a piece of mind on my part.
Ok, so what software do ya'll recommend for modelling in this game?
Wait, wrong Stalker chat
what could be causing npcs to stand still doing nothing but stare at me, and I think with no gun in their hand, but they're standing like they're holding a rifle? This seems to happen often. I've merged Shay's Zone, Maklane's zone and combat mods, and NAO.
This with the latest NPC Combat Overhaul release?
Yes, I forgot that one. I have pretty much everything that isn't explicitly stated as incompatible.
unless I missed a detail
I may have neglected to update it if it contains a fix, I know I downloaded it, but I could have missed actually replacing the pak
Edit: no, it's latest
I believe I had a blind fire action call in the last version that was causing an issue. So I took that out. It's possible something else is still lurking in there they are getting hung up on though.
Ah so something is lurking then
Not sure why they would be without a gun though
Unless it's a vanilla bug and my mods just making it more obvious...
Any pattern you notice when it happens?
I saw one guy with no rifle for sure, the others I killed too fast to know if the two things are related. Other than that, it seems random. One guy in a group will just stop and stay trained on me staring me down. Getting near them won't trigger anything. Next time it happens I'll pay more attention, and try to see if non-fatal damage will snap them out of it or something
Okay thanks. I'll look over what I changed. Though it wasn't a whole lot just updated some variables for the most part.
Trying to see if there's anything else that.could be in conflict. I have grok's less grenades thrown, I imagine that's AI related, and that's pretty old. Other than that, just what I mentioned
Oh yeah that will likely stop them from throwing grenades altogether
You have any npc loadouts mod?
I have seen this bug when npcs spawn with no guns
I have Heart of Misery, I don't know if that touches loadouts. I had better progressive npc loadouts but got rid of that a while ago, before this new merge/game. I did make my own loot scarcity module that might have some residual crud from something I've since gotten rid of.
I do know that I've had every npc spawning with an APB in addition to a PM or USP, so I have something messing with drops. So, I'll pull out less grenades and see if that helps, and audit my itemgenerator stuff.
I think Misery just messes with npc ranks, but not actual loadouts (So you can get diff tiers of npcs spawned)
If something is off about npcs equipment that could be the culprint. I will be testing Wool's mod a little bit more today, but I have been playing for a while with it and I haven't seen any problems regarding your issue
Let me know if you still run into it, and any specific behavior that leads up to it would be greatly helpful if it's related to my mod.
Will do. I have a clean merge now without less grenades, other than that it's the same, so the gun thing may still happen, but if I don't see stuck NPCs, then that would be a sign that it was from less grenades. Also, just need to get rid of that, anyway.
It must be tied to the loadouts somehow. One guy stuck in place, empty hands in rifle position, only loot was an APB. Bear with me, I'm going through my mods again, removing my personal scarcity mod and all that
Well now they're shooting invisible guns. I haven't tried a new game, yet, though
one of the miracles of the zone, invisble guns 🤣
I'm still working through the prologue again, I haven't met the first bandits, yet. Once I have the data that this worked, I wonder if I could salvage my old save by sleeping a bunch of times or something. Not a big deal to start over, don't want to finish until I've fixed what I've broken.
Well I got to the first bandits after meeting Richter, and they were fighting a Burer, so something is definitely different.
Still finding APBs in all the corpses, and I've combed every line referencing the gun in my mods, but I found out you can ctrl-f all files in ~mods with notepad++ on and it will search inside of the pak files, so I'm back at it
-I am reading now Heart of Misery has a description section claled AI Equipment-
Wasn't HoM, I think it was my scarcity mod had some leftover junk
Hello guys, is there any tuto to create new texture and apply to a weapon ? should I do it in UE5 editor?
I Added a vector .45 acp, and I need a skin to make it different from vector 9mm
Since I'm basically spamming this:
Some previews for Dynamic Weather Overhaul 2.2.0
Now featuring some "remastered" base game weathers
If anyone with experience in making UE weather, or equivalent experience wants to proof/review my stuff, Itd be appreciated lol
Very nice looking forward to checking it out!
Hey everyone, I'm using the JsonAsAsset plugin for UE to read Json files exported from Fmodel. All of this works fine until I'm about to select a Json to import into Unreal, I get a crash with this message:
"Path does not map to any roots"
I have made sure to follow all the guides, use the correct version, and feed the plugin with all the necessary data, but I just can't get the plugin to work.
Anyone know anything about this? Essentially I just want to mod Json files and make .pak mods out of them in the end.
It was definitely leftovers from whatever merge I made my scarcity mod from, so now that's cleaned up. Old save seems good except for spawned corpses, obviously. Still yet to really test if NPCs are still sticking in place. I'm testing on this save after a few sleeps, and then test on a new game.
wish you luck brother man
thank you thank you. so far so good, haven't seen any invisible guns
Oh, just so no context left out, I also still had FUBAR and removed that.
Has anyone tried doing a reference file to aiglobals/corevariables yet? Wondering if it has any known issues. Was hoping to maybe do an update to help make things more compatible without merging.
when will there be gun mods?
Double and triple check your paths on the plugin settings
I can send you a screenshot of my settings later if you still need help
Hey, I tried to create a completely new UE project, and doing so solved the issue actually! I can go with this because the previous project was basically just a test.
Still, thanks for the feedback
awesome. Good luck. JsonAsAsset is an amazing tool
Perhaps a quick question though, now that I have everything working with the plugin, how do I package modified Jsons to .pak files properly? I have made texture mods previously but I'm not sure the process is the same this time.
Is there a tutorial for this specific thing I can follow?
asssuming you have all your chunk labels set up properly, just go to Platforms > Windows > Select Shipping Option > Package Content
Ah, so I can expect the process to be about the same as with textures
yes
Thank you 🙂
I do get a very large .pak file for just one function curve when packaging though. I don't get separate .paks besides pakchunk0. I must be doing something wrong..
Yeah packchunk0 includes the plugin and all the basic stuff, but I can't seem to get the other chunks to generate.
I have:
• Set up Project Settings to Generate Chunks
• Set up the editor to Allow ChunkID Assignments
• Created my Primary Asset Label
• Set priority to other than 0
• Given it a ChunkID number
• Set Cook Rule to Always Cook
(also tried with Apply Recursively enabled/disabled)
• Assigned the Color Curve asset to the chunk number set in Primary Asset, and saved everything.
Packaging is set to Shipping... And there shouldn't be more things to set up, right?
Dont forget the option Apply to all assets in folder
in the Label Asset
Also you dont have to manually set the chucnk id to the Curve asset
If you set the label asset to assign the chunk id to everything in the directory it should be fine. Priority should be 1 and chunk id should be something over 1000 for safe measure
Is this the Label Assets in My Directory?
I forgot to mention I set that too
I would just try removing the manual id on the Curve then
I did that too, but no separate chunks besides 0 are generated...
I even tried to import a bitmap to see if it caused separate chunks to generate, but no
No worries. Although i dont know where i learned where to set this since its not in the guide posted above
i dont know if it can have any potential issues (it hasnt for me and my mod, so i assume its safe)
Yeah, I got to check if this was set in my previous mod and I forgot about it
I keep forgetting media chat is not talking chat 
The 2.2.0 update is looking epic @void owl
I hopefully will have everything tinkered by the weekend and ready for release
My artist friend is helping me with some of the color correction
Hi everyone, i have a little request/suggestion considering a more realistic combat experience and resource/ammo management
I havent found any mod doing it, and in real life when weapon reloading before emptying the slot, player should lose the remaining sloted ammo, just as in real life.
it's just unrealistic for a person to fire 10 rounds from a 30 cartridge slot and reload and not lose those 20 bullets remaining in the trashed slot he just threw to the ground while fast reloading in the middle of combat.
just my 2 cent on a realistic shooting experience, a suggestion and a request, as it will make combat a LOT more realistic, just as irl when reloading, adding the need for real ammo management and rational use of reloading.. no more arcade fps style combat and ammo management.
Thank you.
Probably not going to be possible any time soon
What you want is a magazine system similar to EFT or magazines redux.
Yeah, that will definitely need the SDK
Has anyone came across the subtitle files whilst digging?
Might be able to simulate the lost ammo, but you definitely wouldn't see discarded magazines or anything of that nature. Never looked into what's currently happening with ammo count and reload. If that's even in a config.
so changing mod names to remove numbers to avoid load order issues broke my game. Immediate freeze on load or new game, even after reverting. Tried deleting cache and using backup saves, still freezing. Verifying after I do a back up. Don't be me, don't be reckless
Anyone know where I can find the base stamina regineration rate? Checked out a few mods and they're all just changing staminaperaction and staminaregenstatecoefs.
use the mod conflict tool
Found the max, not the base 😅
This looks promising?
which tool is that
New to FModel, is there a way to search file contents? Just using VS Code on unpacked files.
CTRL+F works in the current file
But no idea if you can search multiple files at once
Could export them as .json and then do *.json and open them all in something else and search all files. Could take a while though.
Ok. Might stick with VS Code then. Much more familiar and, at least in this case, I think have some solid starting points in just pakchunk0.
There's also RegenSP in ObjPrototypes.cfg. Not sure how that's used. Guess I'll just mess with it until it breaks the way I want it to. heh
Not sure if it's the right thing, but it's base regen rate per action. Kind of makes sense, negative regen rate is probably losing stamina, 0 is break even and + regaining stamina
But still not the "base" value though
I don't have any conflicts, and it still happens after verifying, removing entire appdata, and launching with no mods, anyway
i just don't know why you'd rename anything
Здравствуйте
Ya, those are on my radar as well. I'll probably need to modify them as well, assuming I can change the "base" rate, ie how fast stam regens when standing still with low hunger, low sleepneed, etc...
omg day/night start time? wonder if this does anything useful
I was trying to change load orders and removed some numbers at the ends of a few mods. Doesn't really matter why, it happened and somehow it broke something
Anyone possibly know how to drastically increase duration of time blood splatter remains on surfaces before disappearing?
I've renamed mods before without issue
that tool will fix any issues you shouldnt need to change load order
There were no conflicts in the end, it was a pointless edit, I know. Merging my mods won't change any line of code or anything, I've already used that tool. Something outside of my mods folder got affected when I changed the names of the mods. The contents are the same as they have been for days
Just had to restart my pc, lol, sorry for the headache and any attitude I might have had
Idk if it'll be possible once there is an sdk but adding in mimic-esqe mutants would be a fun addition.
Bro I already suffer so much with the psy clones that spawn and shoot you
I can't handle going to some walking stalker for them just to do that to me
Id have to pause and have a cigarette while shaking
Yes yes
Don't mind me just here to plan out a horror game haha
I already want to hijack the bloodsucker animations and put the zombie mesh on them
Pretty sure that's possible now
Ooo I wonder if I could apply the limp effect after so much dmg... that would make it even better
does anyone know the phenomenon where increasing game resolution in turn increases (what I assume is memory pressure) and results in Input Lag/Lower fps, albeit not directly related to gpu speed?
For example using 66% DLSS is smooth, but using 57% DLSS is snappy with no stutters during traversal.
Time to share some new knowledge:
https://www.nexusmods.com/stalker2heartofchornobyl/articles/138
[left][/left]After [url=https://www.nexusmods.com/stalker2heartofchornobyl/users/53224136]FlicQT[/url] I started talking with [url=https://www.nexusmods.com/stalker2heartofchornobyl/users/257091
Edited wanted to make sure it was clear how much of a role @hazy ivy had in this discovery by explaining their previous process. Otherwise Flic and I would probably be digging around for a solution for awhile yet.
Get this man his Modder role 
you guys 
Anyone know a way to increase radiation cap for ui? Its possible but the wheel stops updating after 100
Could Herbata get a lil shout-out too? I wouldn't have gotten anywhere if it weren't for the mod-as-DLC loader paving the way and the guilt is TEARING ME APART
aren't you kinda dead when it hits 100?
Will do!
Yes but its controlled by radiationmechanic in effectprototypes. You can change it to above so you dont die at 100. And its possible to change maxrad to 100+ but the ui wheel gets stuck at 100 no matter
And o havent found where, if its a curve or bp i dont know
And its not easier to just scale everything to 100 instead?
With a full toolkit I imagine it'd be trivial to add another layer to the indicator that scales from 100-200, but adding another element with what we have now is probably a whole lot more complicated
I thought it was easier to just increase the cap. But i guess i have to go the other route, which is a bit more work since im working on an overhaul
I wrote a python script that does exactly this.
I got a question if anyone has attempted this: Dynamic tasks from random stalkers? Or some kind of bulletin board?
Anything aside from just modifications of quests that are given by traders.
My idea: a very small chance that random stalkers have some quests to give out. Since stalkers are not persistent I would just give payout upon completion, to not deal with how TF one could turn in such quest.
Anyone with experience modding quests, dialogue options, etc.
I need to find something to keep me from going insane just tweaking color curves from my other mod
Afaik some stalkers are now persistent in offline alife mode, even when moving far-far away from where thay are camped. At the same time, there are Director spawns, which are temporary scenario actors. If we could have a condition check of bIsPersistentActor (this is pure theorycrafting, no real bool afaik) then it could be possible to tie it in so that the player could backtrack to the quest giver/pray he doesn't get mauled down by a speudodog while you're out doing his task. Ah, the good ol simulation days... 
But to answer it, haven't touched quests yet, but was also planing on adding some kind of taskboard and some random small tasks for stalkers in the future, but figured that's also a thing that'd have to wait for the SDK release right now.
I mean you can make quest npcs unkillable with a flag?
I believe you can also set them to be unaffected by alife
Going back to Desolation progress, I'm still going on through the main traders, tweaking their inventories and at the same time adding new things to make them stand out a bit. This time my focus was the Barman, ||the one at Rostok since to og trilogy||. I figured that just making him a food/gear salesman wasn't enough, since those are in place at the Market and at the Arena bar already, so, with him I've added a bunch of cooked mutant food you can buy from him, some with its own unique buffs and while I was at it, I decided to implement a new trader.
Remember the ||bread selling guy? The one that has you stand in a line for fresh bread?|| Well now he is not just a one-off npc, and you can actually buy different sort of bread from him, with a chance of snagging yourself that very special kind of it, but yeah, better prepare your coupons cause it's gonna cost you and no, he is not interested in any of that gear you're selling, well, maybe an artifact or two tops.
Picrelated are Barman stock example, new trader stock example, including the fresh bread with updated icon and all the icons for the cooked mutant food.
Dude I'm so excited to see your mod
How about this:
That's perfect thanks 🙂
Happy to
feel like a bit of a mod-killer lately
First Moths Weapon System Overhaul, now Herbata's mod-as-DLC 
All of our mods can end up stepping stones this early on
yea I'm having recurring nightmares of a patch that adds full scope compatibility
haha
I looked as some of the a-life files for migrating them to the override system. It is going to take a good amount of time for a few of them. Not looking forward to it haha
Going to wait for the patch though before I start on those make sure it's not a lost cause...
worst part is the testing
because you know if you do it all in one go there'll be a single error that breaks everything
Just a typo or a single whitespace just to be evil among thousands of lines.
I owe my sanity to 'tabs to spaces' and 'clear trailing whitespace'
Just did a few runs through Zalissya and put together a comparison.
My setup: 9800x3D, 4090, 48GB DDR5-8000, 4K120Hz. Using your Engine.ini w/ Wool's settings and minor changes for things like adjusting Eye adaptation to my preferences. Ingame settings: DOF, Fog, Objects, Effects, and Reflections on High; hair Low; everything else Epic.
And here's the Nvidia control panel settings.
TLDR: Differences between High Quality and Quality are within margin of error. Biggest change was to 1% lows after flushing memory before starting the game and loading the save. May need more data or maybe there's a better method/place to test? This was just 6 30s runs East-West through the middle of Zalissya on a fresh save.
On a related note, yesterday I found I was getting much worse performance running the game on above normal or high priority. Game would start out fine, but eventually microstuttering and hitching would get much worse, especially in towns. Might be specific to my system tho.
Does anyone have voice lines unpacked, specifically Strelok's voice?
Looks like there might be a problem with this and root cfgs that don't have existing folders. Or it's possibly just root cfs that don't have SIDs for their main structs.
https://www.nexusmods.com/stalker2heartofchornobyl/articles/138
[left]Also just to make sure it's clear. Without [url=https://www.nexusmods.com/stalker2heartofchornobyl/users/2570911]OxideX8[/url] walking us through their current process I probably would have st
Is there anything that would make editing cfg file contents easier? Mostly looking for something that provides some code folding or something to make it easier to visually parse since auto merging said it couldn't verify the merged file.
doesn't shay have a comp patch?
hmm
ALifeDirectorScenarioPrototypes.cfg Shay's mhm patch conflicts with Wools Alife Found a Way
so this will need to be ironed out
per the merge tool there is a conflict
ALife Found a way also has more zzzzzzzzz's so it will load lower
oh crap lol
hehehe
I know right
I'm hoping that they'll have started to merge together somewhat in a few days
Wool's approach is pretty new
if it's worth the effort then Shay will likely work with it
Depends if the devs kill how we did it with their patch
is there a recommended mods list for stalker 2 atm ?
https://docs.google.com/document/d/13EhQaRfxA_fUSENkf0FW0xYGqrl8m3Ba2UwLTeBbPhk/edit?usp=sharing
Check the recommend pairing/settings, trust Shay
WELCOME STALKER Quick updates 2 Quick info 3 Changelog for 1.1.3.1 update 4 About add-ons 5 1 Faster spawn times 6 2 Slower spawn times lair/poi 6 3 Slower spawn times + bigger mutant sizes 6 4 Faster spawn times + full mutant unlocks 7 5 Faster spawn times + human more than mutant 7 6 Faster ...
I didn’t even know about that. Imma have to go through that when I get home lol
You won't be disappointed. At this point it should be mandatory to read it 
https://www.nexusmods.com/stalker2heartofchornobyl/mods/446
You can find Shay's mod there and the doc in the mod page description. Best experience you will ever have playing this game
Can someone pin these in here or link them somewhere on the discord
https://discord.com/channels/912320241713958912/1311758650733236335 You can check there
Hello guys!
I m new in modding community, and any help is welcome 🙂
If you can explain me one little step I struggle with it.
Goal:
I created a .45acp variant of the integral.
Now I try to take the basic integral texture, edit the texture, repack the modified texture into uasset an utoc files (Or maybe an other way to do it)
What I did:
- I unpacked .utoc with fmodel
- So I get the uassets. I just want to change a color in a texture file . With fModel you can save texture on *.png file.
- But I cant find a proper way too to edit correctly the .uasset file or get back my saved png texture in existing .uasset!
- I installed blender and UE5 engine, but can't make it work for this.
Please can you share how you do that step? Thanks!
Hey guys, not much new stuff today, as I'm still working on the trader/bartender/mechanics/medics selling stock (moved on to Skadovsk now), other than that I've implemented 2 armors I have had the icons for laying around, so picrelated, from left to right are: Heavy Suit "Fortress-4", which is a heavily modified version of Zorya suit aimed at combat situations and defense much more. The second is "Vulture" Armor, which is basically my take on bringing the good ol' leather coat as a playable armor, it's a bit better than the Marauder outfit in base game, since it's pretty much that with a coat over it (which some bandits actually wear, but it's not a playable armor unless you ||'bread' your way to it if you know you know||). The last one is the base game novice coat for visual icon reference.
So that's pretty much it for todays progress 
Well no maybe one more thing, while testing the stuff out I accidentally a mix between burer and fracture, all I did was ask 'how's it goin?' 
Looks sick
hnnng gimme that fortress-4
Soon 
And when we get that SDK to drop and we can actually add custom models for all this stuff... 
On the side note, we're well past the 200 new items mark at this point, all the content creep has it at ~245 
Did you try this?
Man, Nightingale's shooting an invisible rifle. He shoots a rifle that's visible, and then pulls out an invisible handgun, fires that a few times before pulling a rifle out again, this time invisible. I've gone over my loot and loadout mods so many times and started so many new games. If anyone else has seen this, let me know. It's affecting everyone, looks like
It's like it has trouble loading a new gun in on the fly or something
maybe something in my engine ini
Quick Q.... the amount of Z's on a file.... how does that alter load order?
For example, would 'zzzzPooP' load before or after 'zPoop'? lol
I keep finding different answers...
more Z = more priority, meaning its more likely to have an affect on your game
So... this means the more Z = it loads later.
So basically standard alphabetical/numerical order.
zPoop
zzPoop
zzzPoop
So... ultimately zzzPoop would overwrite the previous two, therefore having higher priority.
correct.
Thanks bud
There's better naming conventions available IIRC but the zzz method was found first and kinda stuck.
zzz method is popular because it's easily managed - you just sort your folder by name and you can instantly see your load order.
its important to be aware of numerical ordering too. The 'correct' mod loading method is to use a numerical suffix. i.e. mod_50_P. This takes precedence over the alphabetical method, but can't be sorted easily so doesn't really get used.
The problem arises when people aren't aware of this method, but modders use it in their file names to force a load order. You can spend all day adding zzzz's to a mod name, but a single _99_P will override the load order and load last. This can even happen unintentionally with version numbers - Mod_v_1_3_P is counted as a numerical suffix, and overrides load order too
Has any effort been made to figure out to figure how to do audio modding without just having to go through all the .wem files to figure out which ones correspond to what is being modded?
Without and SDK release, no not really
you can make it a bit easier by using WWISER to open up named .bnk and see what .wem files they point to
Super helpful. Thank you.
Where should I ask probably stupid questions about creating new item localizations I think I found several resources. I'll flail around and see if I can figure it out
Got a little bit of progress on Desolation to share, it's SCIENCE TIME! 
So I got to that one scientist place and started working on their inventory, while I was at it, I remembered that there was one suit of theirs that was missing from the trilogy, though you could see some zombies using it, so I quickly cooked up the "new" SP99M icon, after that I decided that the eggheads need some more love and those unique items in stock that would make visiting them more interesting, so in that pursuit I expanded a little bit on the scientific suits variety, thus along the SP99M I present you the SEVA N2-U and a brand new experimental hazardous environment protection suits - the Quasar A. At the moment you'll have the best chance of getting these rare samples at the scientists, though you'll still have a slim chance to stumble upon them in other places.
these look dope
I can't wait for your mod
It looks super good
I think going through the game with your mod and the OXA weapon mod will be something much more interesting than vanilla game
Thanks for the support! I hope I can balance it out to at least be playable and enjoyable for the beta release, gonna go through all the sell and buy values once I implement all the traders to see the whole picture and make edit it so that its in reasonable range of hard and not 'give me 5 legendary artifacts to buy one bread from me' levels of torment 
Just... don't expect Sidorovich to be not like that, cause that's Sidorovich. If his pricing policy wont engulf your butts in flames once you get to him - it means I balanced him wrong 
probably the wrong place to ask but i might aswell try, anyone know what the issue with the mutant models is? i used Fmodel to export them and im importing them into blender, but some mutants have some weird.. layered topology, wich i cant see on the ingame models. is it something with my Fmodel settings? anyone else run into that? im trying to 3d print some minis but the double layers make it pretty hard to make the model manifold
If I had to guess id point at Nanite from UE and the way it 'simplifies' these models the more you get further. That or for the animated actors the devs have a different lod system in place and that is what we are seeing. Is the model exported as a single object or are there multiple parts to it in blender? Maybe the layer is it's own group that can just be deleted? Just a shot in the dark here
it is a singular object and there are also different LOD versions, but they are seperate models. there is not a single vertex group assigned to the weird double mesh, its always grouped to the "normal" parts
Damn. I got an idea though, gonna try it in 3ds max and see if it works, no clue if blender can do that.
Could you point me the path to the models real quick so I can extract it? 
sure, much appreciated!
its in:
Stalker2/Content/_STALKER2/SkeletalMeshes/creatures/bloodsucker
this specific model is SK_bloodsucker_01_LOD0.pskx
Sorry for taking a bit to reply. Tried different things with no luck, it really does look like some kind of Nanite-ish lod slop baked into the high poly model which I couldn't separate or track to remove 
damn thats unlucky, thanks a lot for trying your hand at it tho!
I wonder if using something like ninja ripper would still have the same issue, since it basically just reads the models out from memory?
OH!
I think I got it, very primitive way, but oh well. Just went right into Edit Mode, selected the low poly version of any vertice, then went to Select > Select Linked > Linked, it selected the entire slopish thing and I just went yeetus-deletus on it, could take a few repeats but it removed huge chunks of the low poly mesh
oh thats a start, ill try that, thanks!
Yeah, it grabs it in an alright sized chunks so shouldn't be super hard
is the third one ai generated?
All of them use AI for foundational generation, then I edit them up in photoshop (cut, replace parts, move around, erase, paint, saturation/color/contrast edits etc)
Well except for the first one where I just took the vanilla icon


