#╟⚒stalker2™-mods-making-discussion
1 messages · Page 45 of 1
The SSP and the SEVA look fire, though i did notice the third one looks a little off. That's why i asked. 
I really like the SEVA being that same kind of darker yellow the 99M is
Yeah, it did have a more scifi-space feel to it, probably will play around more with it, check how it compares to other models it game, thanks for pointing out that it sticks out though, cause with the amount of edits I did I might get a blured eye at this point 
Yeah, I kinda made out a concept in my head that it was more of a model made for scientists that took the base SEVA, inspected it and tailored it to their needs to have something better than the original suits they had as a substitute for the SP-100
Most Scientist suit concepts I see normally has them be blue or orange but the yellow is very nice
Yep, I kinda wanted to make it stand out as a new prototype line of suits, with note of your typical yellowish hazmat suit and something to differentiate it out of the usual color schemes, kinda like that one SIRCA armor you can get
Could be, but overall for a quick test I did with cleaning the model, it wasn't too much of a hassle, quickly cleaned out about 50% of it, didn't stumble onto any really layered/hidden parts that were tricky to remove
Implemented in-game and actually the one that sticks out more to me is the SEVA N2U, gotta play around with brightness and shadow more, that and resize all my armors a bit so they fit in the proportion standard
shit looking incredible boss keep it up
Got them upgrade images also set up, finally, derped out on the naming stage, thought it was not important. TIL keep your _upgrade suffixes at the end of your texture filename, folks, if you actually want the game to read it. It's a hardcoded automated lookup, so can't have a myarmoricon_upgrade_moretext naming 
Bro is bout to put to shame the devs lmao
Goldfish localization says it's uncommon.. price and effects are common grade. Where are artifact spawn rates controlled?
Is it the detectors or.. is it the anomaly areas? Like what actually determines a spawn
nevermind, I'm a goof.
Maybe I'm not. I don't know if I'm reading this right. The G/C/F/E artifact spawners have normalized probabilities? That sounds wrong
The only one I found with probabilities that aren't normalized is this one UniversalArtifactSpawner.
and this one, near the end of the file LesserZoneMagneticShortDistance
ElectroArtifactSpawner FireArtifactSpawner GravityArtifactSpawner and ChemicalArtifactSpawner are 40 Base + 5 Bonus at all levels of experience, and 0.0f RarityChance (common/uncommon/rare/legendary, doesn't seem to matter). I don't understand the rarity system, I think. I was expecting weighted pools. Is it controlled by the artifact prototypes?
is rarity gaslighting??
Anyone knows any ini command for enable FG (FSR in my case) in the cut scenes? It's noticeable that in cut scenes is disabled
Today's topic: name the trader you're overhauling without naming the trader 
We all know and love this legend!
It seems that people are running out of ideas for mods or getting limited by lack of SDK because there are much less new mods on Nexus nowadays 🤔
I assume that your new armors are using existing world and hud models (no SDK for models changing) if yes, which ones?
Yep, existing ones until we can import out own models or do a simple material swap for the existing ones. Pretty much all of them, but I tried my best to make them fit in and picked the closest to resemble new armors from the available huds pool.
I did try to use an actor model once, but oh boy the difference in camera position was the worst offender that blocked half the screen and offset the entire model in all animations.
Atm I have 7 new armors in total, 6 of them are variations of existing sets with some twists to them (can see above in my post history), 3 headwear pieces which are actually present in game but are only used for npc mesh generation, so I made them obtainable
Could be that most of them are waiting for SDK, I know a few modders who got their ideas layed out, but are waiting for an official toolset to begin creating them. I just decided to get the foundation for my mod ready now, considering it's global scale. Even then, I have a lot of features planned that will require sdk and a whole other level of access to game data
I'm doing the same. Creating all the audio atm
I have a project plan and everything
Hopefully the SDK is comprehensive enough to start an explosion in S2 modding
Hello guys, can somebody send me the aes key and usmap file please?
I'm not sure if that's allowed. It's still a grey area AFAIK
Probably will be easier to dump it yourself, since as others said its a risky thing to share like that, not knowing official stance on this 
If anything google can help with the process tuts I bet
Ok I will check for tutorials!
Search for Groks Stalker 2 modding post (it's stickied)
Everything you need will be in there
I'm having trouble finding information about how rarity affects artifact spawns. The config files (ArtifactSpawnerPrototype in particular) seem to indicate rarity does nothing and I'm trying to find something to refute that; can anyone shed some light
I wonder if there's gonna be a genuine gamma 2, i guess probably not for a long time
I have Extended Equipment, but only the sleeping bag, helmets and armor plates. I removed the equipment that uses the helmet slot, personally didn't like that, though I get it. But the helmet icon is still the gears, so I want to unpack, remove that texture, and then repack, if I can. I'm currently going through the resources again trying to find how to deal with .ucas/.utoc. I could get .uassets from Fmodel, but that's as far as I've gotten.
One day you'll play
hey guys does anyone know if someone is working on a stalker 2 companion/follower mod
not until SDK comes out
sdk?
software developer kit
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?
are there other factions in the zone that wear white and grey camo? I saw 1 or two fighting the monolith at pripyat that helped me out. I never got to go up to him afterwards to see because Spark and like an entire platoon of monolith crashed the party lol.
Closest that I could think of are mercs, they have that very desaturated light blue camo pattern that is in some lighting can be seen like that (picrelated)
Other than that the closest ones I can think of are Corpus newbies which have a rookie coat and pants that is sorta the same pattern, that and the scientist SP-100 suit, which is white and grey in its design 
Anyone? I've never mess with gametime,
Does 2x time make spawns twice as long of a wait?
like day time length?
Shay answered. Thanks
Anyone know why on some occasions, icons doesnt show, its inconsistent and I have no idea how to fix
nvm i solved it lol
Hey guys! Just a quick update on Desolation, not much to show off. I've done all the traders except the last hub in that end-game zone.
I've also added a few new things along the way, per usual, but don't want to showcase everything so so some of the content will be a surprise you'll stumble upon during playthrough (or maybe not? who knows
)
So, tl:dr, most of the work is done, a tiny portion is left, then I do a quick final balance overview (there'll be more of that during the mods life cycle of course), some minor fixes and we're releasing the beta 
approximate dates?
Never give them, too much experience of others setting them and putting a strain on themselves and then not meeting them(coughGSCcough), so just a general progress report, otherwise it's always - soon (tm) 
But to give a sense of completion, I'm already in the process of finishing up the last hub I talked about above 
Will Desolation require to start a new game? Can't wait for the beta, all the stuff you've showcased looks fantastic!
Thanks for taking interest in it! 
I'd wager it will, I'll give it a few spin on existing save to check, but last time I did, due to basically a total rewrite of trader stock generation they sometimes crashed on update, which hasn't happened on a new game. Though that might be stemming from a completely unrelated reason, so will have to see
But overall, if you're late into the game you might miss out on some stuff due to how it handles the changing environments and impact of the story on the Zone and all that
i'm in a server for an incremental game where we always joke about how Soon ™️ the update is (it's been 3+ years) and how the update is 5 hours away.
When I was doing my minecraft mod the joke was every time someone asked for an ETA, it moved back a day. Quantum eta only progresses when you don't observe it
Anyway I thought i was in that server when you said Soon (tm)
I know how it is to wait for something, Project Zomboid fan here 
No stress on the devs of that game though, I love it and would rather them take their time with what they want to work on
Yeah, same. I'm a career dev. Giving accurate estimations is a muscle not everyone exercises and it's not as easy as people think it is.
It can catch us off guard what things take time, things we thought were easy often aren't, things we thought were hard often aren't. And if you give a nasty estimate people assume you're sandbagging/lazy, but the real reason estimates are so nebular is unknown unknowns and diminishing returns on planning. The time it takes to figure out how much time something will take is a meta-investment you don't always think you need.
Sometimes it's better to just go ham/get stuff done, and not think too hard about a deadline or milestones. I call it being in "go mode"
but if you have absolutely no blockers, just a wall of work, if you don't quantify units of work and do the math on duration based on the tasks in front of you, giving an estimate is always gonna be a made up number, and the time it takes to do that math could be better spent in go mode.
Especially if there's unknowns, stuff you haven't gotten to yet that may break your momentum, and then your estimate is wrong.
</yap>
I didn't expect it to take me days to just make a spreadsheet for artifacts but I got agonizingly bored, not gonna lie.
nothing kills momentum for me like stuff that feels mechanical and tedious, it makes me want to nap
now that i'm done setting the table, i still have to cook. losing momentum setting the table sucks, since rework design is the important and difficult part. Just taking inventory was to get some constraints to build around, but honestly after reading through the descriptions and trying to cluster the artifacts by traits/flavor text, there wasn't much there. Most of it was just kinda... idk, greebling?
A lot of the descriptions don't align with what the artifacts do, at least in this game.
I actually went ahead and did a quick py script to count some data on my current Desolation build's cfg files
Total .cfg files: 70
Total symbols: 5983108
Total lines: 168325

This is pretty much all the item prototypes, total rewrite of stash, trader and npc gear generation from zero and all the patching of vanilla files etc
Here I'm gonna play the average mod enjoyer real quick "why is that so hard it's just replacing some files"
So you're doing procedural changes, like.. patcher style, so you don't have to rebuild the entire goddamn mess after an update? proc/data gen? regex/kvp parsing? Python seems weirdly good for this, I'm not a python guy but this is definitely a data model "thing", at scale
this is just the sort of thing you'd python out of.
I'd been stewing on how to emphasize compatibility, but right now it feels like a lot of it is on the user
- conflict detection 2) only one localization file + merging locs mainly those 2
Nope, did it all by hand , the python script was just for the cfg symbols/lines/file count 
oh god. you know, not to hindsight you, maybe what i was imagining you did is super impractical
i was thinking you were using parsing + datagen to give yourself some regression immunity
god help you if you have to redo it, but i think the way the cfgs are designed is already a little safe
it already works via replacement, so it's probably not a huge issue
I was just sitting in VS Code for hours studying the cfg file structure (thankfully very similar to ltx) and doing all the manual labor 
i don't know what format it's in, it reminds me of yaml?
it looks like yaml, but i am not 100%. it'd make sense if it was
Aye, I was just glad I finally found an editor that made the formatting collapse and expande the right way 
i've been poking around what other arti rework mods have done and really liked what elemental artis did, they split into a new file and referenced the original by ref, i thought that was a clean way to avoid nuking the entire file.
the fact you CAN do that is maybe an argument in UE5's favor as far as cleanliness, but the localization thing really does my head in. it feels like a huge oversight to only have one entry point for i18n
That's pretty much what I did, out of 70 files 0 are overwrites of originals, instead I got a few .cfg patches that refpatch the vanilla file sections, so if someone changes the entire file, they'll still patch those sections, same as if someone patches different parts - they can co-exist
nice
i'll be following your progress, i think it's ambitious and it looks like you're giving lots of attention to polish.
This is an example of my breakdown, the ZZZZ_ prefix files are patches, the rest are standalone to the mod
Same with sections within the files, I have my mods prefix up to every SID so there's no conflict is someone, for example, wishes to add a LeatherCoat to the game. My DSLeatherCoat will co-exist just fine
nice. that minimized surface area +1
that's something i won't be able to avoid, annoyingly. and I think people who are modding stalker QUICKLY learn you have to choose between any two things that manipulate the same stuff, but there will still be users that expect "remove radiation drawback" to be compatible with "i touched every artifact" -> "i touched every artifact + no rads" and that user is.. the enemy lol
I'd like to do stuff like that, but if my goal is to touch the vanilla ones in a way that avoids touching downstream sid refs like spawners and loot tables, the most surgical thing I can do is doctor the originals. it's hard to know where your entry point should be, and I'm a complete noob at stalker modding AND Ue5 modding
Just getting past the initial barrier to entry was a hurdle. I think it was easier than some stuff I've done (like games where you have to decomp the vanilla source yourself) but it was definitely unlike anything I've worked in. No forward API, no third party stuff to ease you in or take you on a date
"download UE5.1" -> "get fmodel" -> "aes key?" -> "usmap?" -> "piece together what everyone struggles with about localizations". It's been like stitching a quilt together to understand it all
I'm not a 3d artist so i don't even know what it takes to get into that side of it, blender etc
Aye, the game is still fresh, then again I was a part of the original trilogy modding, the early one during SoC release where we used Notepad to edit the xmls
So knowing the hardships of working with sticks and stones got me prepared.
Then again, S2 is very new, so the modding scene is not even in its infancy I'd say, that'll be when the official toolset lands
fromsoft modding is rough but the tooling is OUTSTANDING, the community around it is so experienced.
GSC changing the engine internals means everyone is out of their element
og stalker games community also done some stellar work in last years in that regard, they did dialogue editors, rewritten original outdated SDKs and stuff, hell we got Anomaly which was a fresh take on modding the stalker games in general (granted there was Lost Alpha and other mods where actual multiple mods being possible to load in a single instance)
credit where it's due i'm seeing a lot of tooling come up very fast, even just batch files that seem kinda primitive and patchwork, it's still very rapid progress, it's just rough around the edges
i think, counterintuitively, we owe something to the engine shift because there's a global experience pool around UE modding that transfers without much mutation to whatever you want to do in UE5+
it's just a little wild-west atm, a couple months in
at the rate it's going i'm not unhappy.
it's just offset by the fact that everyone has to learn the UE way of doing stuff. But i'm also glad to learn that because, again, it transfers. When you have weirdly esoteric game guts knowledge that doesn't transfer, learning it seems like a worse value proposition.
sorry lol i be yappin
All good, I'm with you on everything said above
Can't wait to see where the modding scene will be in a few years and I have a feeling it'll be alive and thirving
I said it before elsewhere, I think S2 has good bones. I am mostly very happy with it, which feels like maybe an unpopular opinion but I love a good sandbox/canvas. I can't turn off the modder part of my brain when I play so I just see potential.
Not to dismiss people's feelings at all, but just optimistic.
Same with me, I think even a good chunk of disappointment stems from the fact that people actually like the game and what it offers, but because of some roadblocks in terms of technical issues and other things... love for something just brings disappointment to a more vocal level
So dont think that that opinion is unpopular, bunch of critisism of it is also coming from a good place of heart I bet
The critical lens comes from a place of love for sure, it's not anger at mismanaged expectations or feeling disappointed, it's experience ferreting out missed opportunities. Often stuff devs just didn't have time for. You have to consider how much stuff is on the cutting room floor we never get to see, let alone why
On the one hand it makes me weirdly tolerant of laziness, but on the other, I have a pretty even tempered disposition to stuff that feels underdeveloped. Instead of wondering why devs didn't do it, I immediately accept it and move straight to "what's it gonna take to change it"
Sometimes that second question answers the first lol
Starting internal testing of fully packed release candidate now (fresh new game and effects of previous save file testing) 
Edit: Initial run through from tutorial to the first hub was a success and uncovered a few small hiccups that were fixed 
And for those worried, this will come with full support of the wonderful Community Localization Project as well 
sooo what cool things are being worked on in here?
is it possible to create a weapon crafting system like in gamma? Thats the only feature i really miss in the current game
most likely, a SDK is needed for this
@void owl How's going the works on new version of Dynamic Weather Overhaul?
WIP. Took a week off to not get burned
But it's there.... I'm just not sure if I'm happy with it yet
Understable, take your time 🍻
Current version is "good enough", I want 2.2.0 to be perfect
A quick question from me - have you worked on a standard "Cloudy" weather? I mean in vanilla game lighting looks really bad in my opinion. Shadows are blending stranglely and overall graphics during this weather is the worst imo.
Maybe it's because of nanite which makes some weather's and lighting gorgeous and some totally awfull
What would you like to see? I am slightly reworking the base weathers as well. The only changes I've made to cloudy before is trying to fix the checkerboard effect on the cloud at a couple periods in the day
fellas is there already a mod for spawning in entities and npcs and stuff? Can't find anything online.
I figured I could maybe make my own but if nobody has done it so far there's gotta be a barrier or something
I’m currently trying to replace songs. Are the bnk files in the .pak files? Also, do you know if there is a tutorial on wwiser anywhere? Couldn’t find any video on it.
It's a bit hard to explain what I mean. Overall the cloudy weather looks bad, lighting and shadows. It looks like shadows are almost non existent during that weather. We can see it especially on grass and distant LOD. Maybe it's intended since there are not much of sun rays during cloudy weather but still.
Full overcast/cloudy weather irl prevents cast shadows?
Yes
It's how scattered light works
Can't cast a shadow if light is coming equally from all directions
I am working on improving this tho, not worries
Sorry was rhetorical
I agree the lighting during cloud weather is much to be desired. My plan is to add "breaks" in the cloud so "light" gets through, making the world light up a bit less of a drag
That plus the sky light changes I am doing should make cloudy weather much nicer
Great to hear that you understood what I meant, wow that really sounds great
Did not know that such things are possible in UE5
I pretty much have full control of the lighting and weather
Could make day pink with green thunder for all i cared

you are mixing nanite with lumen
also duh
thanks to software lumen being dogshit
waiting for hardware lumen
lack of shadows and over shadowing is both a cause of software lumen
I think you are right, my mistake
If ever to be honest
they said its coming
Thanks to managers doing nothing with Unreal Engine devteam treating it like some magic tool that doesn't need competent people or time (can't blame developers, Grigorovich did his worst as usual)
software lumen is dogshit
Not only software lumen is bad, it's other UE5 stuff that wasn't taken care of
and hardware lumen would be pain to work with in dense foliage (they are using ue5.1 they didnt have nanite for foliage) because RT hates masked materials
In some places S2 is a direct downgrade even to XRay stalker (lack of proper PBR and tesselation on surfaces: flat brick walls (with occasional seams!!!), trees, asphalt, and basically everything done with photogrammetry was poorly executed. Rain is just gray filter plus puddles, materials don't look wet but just glossy — yes, it's partly software lumen, but hardware can't fix what lacks there
Color filtering which is very harsh on eyes because temperature changes from "everything yellow" to "blue badubi dabu dai" in a moment
Nanite… Pop-ins just hurt my eyes
Also, for some reason, THIS happenes to every second NPC
????
wdym lack of pbr
xray lacks PBR
ue5 is physically based
also, they dont need tesselation, they can model detail and not have any performence impact due to nanite
except trees
because folliage nanite wasnt supported till 5.3
nanite fixes pop-ins
But they lack it
You look at tree logs (not the foliage), you look at a brick walls, at asphalt roads and they look literally the same
Textures differ but lightning doesn't work with it
foliage didnt have nanite applied
because it wasnt supported until 5.3
thats why they had pop in
Do you feel any difference between materials? That plastic is plastic (and dusty) and metal is metal (and rusty)
Because no matter how you look at those rust stains, they just look the same
i dont understand what you mean
also never seen that
your gpu is probably dying
dying 4080, only in s2
Has anyone dabbled in using .../GameData/Scripts/OnGameLaunch/YourConfigNameHere.cfg and made a custom quest be able to start up with the game?
It works if I start it through the console, not via the OnGameLaunch method. Tried both DLCGameData path and the main path
never happened to me
Started happening after 1.1.0 patch
(Disclaimer: I'm bad at words)
I don't have graphic-intensive games installed to bother with proof of my own, so there's YT footage of Fortnite in Software Lumen mode:
Wood likes like wood. You can see all those marks and lines and other surface details, and how they react differently to light source of different intensity (sunlight). It's exagarrated because of the art style, yes, but all those materials feel different.
In stalker 2 it doesn't matter what light intensity there is on basically anything, because it will reflect the same way. Since only laser happens to cast shadows in vanilla game, I'll have to make do with it, and this is how it looks absolutely the same whether there is rust or coating
There, some metal and some concrete
Bricks: good and bad
game on what settings?
Everything to the right, DLAA, 1440p
i see
im not defending gsc they did stupid shit
i can see what you mean now
Going back to testing Desolation, I've found that my sleep mechanic re-addition would require a way to sleep in the field, so I went ahead and created the sleeping bag system. It is similar to that one by Zivaka, but as usual, mine is different. Picrelated are a basic preview of the best quality backpack with new stats/stat icons.
The gist is, the sleeping bags are split up into tiers, from very cheap and very uncomfortable to the best you can get, but nothing will top an actual bed still.
Their tiers effect how long you can sleep in one, plus the buffs/debuffs you get when you sleep in them, with good quality bags giving you something akin to the "well rested" perk, while a low comfot sleeping surface will make you sore and come with own consequences. The system is in place and it is working, the tiered sleeping bags are too.
But here lies the issue which is... I can't get the sleep mechanics quest to automatically start with game launch via the Scripts/OnGameLaunch cfg file. Halp 

I'll have to hit my head against the wall here for a while, as this is now an obstacle to release 
The game can't even perform with the texture level it has already. It needs way more work. Comparing it Fortnite is basically comparing Rookies to MVPS
It's more apples to oranges but yeah
Fair point, but even big studios fail like that, it's about if you're to hire competent people or not
Stalker 2 is known to be a game by Grigorovich who likes expensive cars and dislikes paying his workers (which caused 4A Studio to be founded in the first place lol, that's how bad it was) which were mostly students back in OG trilogy time
I doubt anything changed
Usually rich folk pull the same schemes yes. Can't really blame the devs for being inexperienced or bad management though
again
we do not need tessellation
no need for any extra maps
nanite could do it without breaking a sweat
by modeling the detail
Leaving this for the next day and off to bed, dropping the OnGameLaunch script here in hopes that anyone who has experimented with this stuff stumbles on it 
[0] : struct.begin
SID = OnGameLaunchScripts_DesolationMechanicSleepingBag
ScriptsArray : struct.begin
[*] = XStartQuestBySID DesolationMechanicSleepingBag //This no work
[*] = XStartQuestNodeBySID DesolationMechanicSleepingBag_Start //This both no work y u do this Evgen y
struct.end
struct.end
I believe your issue is its not part of the rootgraph?
could try it this way. Left Photo is OnGameLaunchScripts.cfg and the right is where you would put your custom script to start from and tell it what to do so it would then Start in this context.
It's kinda similar when they use it in this context when they want to not play intro
or to play intro
in similar aspect, if they wanted to debug a certain quest state they would uncomment and then load what they want
What's the default HP pool for enemies? What config file changes that?
Try setting "r.ContactShadows" to 1 via console or your Engine.ini.
Hey! Thank you so much for taking the time to answer and write it all out! 
Currently at work, but as soon as I'm off I'll check out this method and hope it works, the rootgraph sounds like a very plausable cause of my issue
GeneralNPCObjPrototypes.cfg
VitalParams : struct.begin
MaxHP = 200.f
MaxSP = 200.f
DegenBleeding = 1.25f
DegenRadiation = 1.25f
DegenPsyPoints = 1.25f
DegenSuppressionPoints = 1.25f
RegenHP = 20.0f
RegenHPDelayTimeSeconds = 3.f
struct.end
On the screenshot you see a Fairy Tale Pioneer Camp from one of the trailers. It's interesting if we are able to restore the foliage which was drastically reduced in the release version (propably because of the optimization reasons. Now the Zone looks more like Mojave than a Exclusion Zone located in northern Ukraine. Propably SDK needed?
Has anyone found a solution to the frametime stuttering after 45-1hr of session time or just not experiencing it at all?
You could try adjusting these, but expect lower performance as you increase them.
foliage.DensityScale
grass.DensityScale
foliage.LODDistanceScale
fg.CullDistanceScale.Trees
fg.CullDistanceScale.Grass
fg.CullDistanceScale.Bushes
foliage.LODDistanceScale=5
fg.MaxNumBakedFoliageActorsToProcess=32
fg.MaxNumBakedFoliageActorsToTick=128
fg.MaxNumBakedFoliageActorsToTick.Near=32
fg.MaxNumBakedHISMsOrISMsToProcess=32
fg.MaxNumBakedHISMsOrISMsToTick=128
fg.MaxNumComponentsToProcess=16
fg.MaxNumComponentsToTick=128
fg.MaxNumComponentsToTick.Near=64
fg.CullDistanceScale.Trees=1.2
fg.CullDistanceScale.Grass=2
fg.CullDistanceScale.Bushes=5
You might be able to find more here: https://xhybred.github.io/UE5-Console-Variables/
If that's too much of a performance hit for you reduce foliage.LODDistanceScale to 3 and fg.CullDistanceScale.Grass to 1
But these setting are not tied to the render distance and foliage LODs? I think they have removed a lot of trees physically from the map
Tried to mess up with settings like this and they only reduced the foliage pop in which is also annoying asf
Try hulks' settings and grass.DensityScale. Unfortunately there's only so much you can do Atm without sdk.
Will try them out and see how it looks. But I can agree with you - we wont get overgrown zone like from leaked builds or screenshots until SDK comes out.
Yeah, those ini parameters aren't a miracle. Like there are a few more bushes/trees, but that's about it. It's mostly like you've said about reducing the horrible pop-in, which is unacceptable for a PC version of the game.
Yeah, that's gonna be on SDK and either lots of manual work or proc generation, but they did remove a lot of trees as objects from the levels, earlier build had the amount you could see in the trailers and that was also a part the reason everything lagged so bad on that game development stage (not going into potential optimization they could pull there, just the fact of the state and content that was in place back then)
I'm actually more curious if we something akin to Lost Alpha based on the 2011 canceled project, leaked builds of it and the design documents. Also, considering how UE is much more easier to work with in terms of information and tutorials available online when compated to something like X-Ray and it's SDK
I was seeing this around some people's faces occasionally when I first started playing the game, then it stopped doing it. Not sure what changed. But yeah, red glow coming from people's faces. RTX 3080 Ti
I'm curious if when SDK comes out and eventually somebody will make a mod like this (populate the map with foliage) how big impact it would have on performance. Don't know how the UE5 is capable of rendering big forests on open maps. Seen mods like this for Skyrim for example it didn't make game unplayable, curious if it will be the same with S2.
Not saying about current state of the game because even now with less foliage game is an unoptimized mess sometimes
I think if we get a proper level of access to the games insides, we can expect optimization projects that will boost performance quite a bit, then it won't be that bad I guess, but yeah, as you've said, if the optimization is gonna stay at the same level or be lowered... oh boy the slideshow is gonna be real 
The only engine which i've seen that handles the forests perfectly on huge maps is Enfusion from Bohemia
Nowdays: Outside 60 fps - Rostok 20 fps >>> Then: Outside 20 fps - Rostok 20 fps 
Oh yeah the random overflows that just tank the fps are a nightmare, exactly because of their randomness, you can't even poinpoint the same area as a culprit really, one time you're walking there and it's all good and smooth, the next second you better reload that save or enjoy that pentium II level of perfromance. Which led me to believe that the problem more so lies within some kind of simulation calculations or the like, just a guess though, maybe they don't flush the memory right and it just cloggs it up overtime without cleaning up after itself
I cant believe actually that they have no room for big optimizations without sacrifacing graphic fidelity. UE5 is an modern engine with modern functionality and still S2 works worse sometimes than Anomaly mods without any improvements (DLSS, CPU/GPU Usage etc.)
Cause I swear at times I've had 0 fps issues in places that are quite GPU heavy and cluttered with different objects, the other times its just a field that yeets your frames into oblivion
Yeah, that's true. It's obvious since sometimes you could just restart the game in the same spot and fps jumps from 15 to 55 for example. Typical problems with memory leaks, vram usage, bugs, AI stuck that causes game to fps loss etc.
Even a simple ragdoll which bugged itself can make the game unplayable because of fps loss
SPAGHETTI RAGDOLLS FROM XRAY 
I think we'll see some good updates in the future that will take care of many of the issues, optimization and content, at least it seems from their interviews, though it will take quite a bit of time for sure
We will see how fast they will deploy fixes. Right now the SDK is too unstable imo for publishing the modding tools
Oh yeah, I'd even say that we won't see the dev kit in all its glory till after the first big DLC hits, maybe even later. For the meantime it's gonna be SoC modding all over again with those Notepad config editing leet skills and people's cleaverness that's gonna make crazy stuff possible even with the little we have 
Faith in the community is big looking at past X-ray projects but as I said some time ago - modding seems to slow down very much in the past few weeks
On SteamDB we could find some info that they are messing up with mod.io, but now its all hidden
Lots of reasons for that for sure, but I bet it will pick up traction once the tools are out and the first big projects start brining more people into the scene
Tried it to no success, and as much as I wanted to keep this completely standalone drag and drop installation, I ended up using Herbata's Mod Loader, so that is not a semi-soft requirement going forward, unless I'd pack the generated ini with my mod with the credit to the tool's author 
Can always ask 
If I actually get the permission, I could get it to be compatible with other mods that use the system out of the bat (in case my file overwrites Herbata's .pak
) by just adding the sections of popular mods in my ini manually.
Will have to test if their absence will bring any instability when and if I get there.
The sleeping bags are all ready and tested for Desolation, here's a small sneak peak into every one of them. Apart from these stats there are hidens pros and cons that come with each one in terms of sleeping effects 
While I'm waiting for the approval of the ini file inclusion Permission granted!
I've also did a few extra thing I wanted to implement into the mod:
- Evened out the weapon field of play for npcs and players. If you did not know, they had different parameters of damage/aim/dropoff etc for the player and npc for each weapon, now the one you have in your hands is the same one the npcs have, which will make it more difficult and at the same time more easier (no more aimbot?)
- Edited the grenade throwing for every rank so newbies, experienced and veteran stalkers will behave differently when it comes to this.
- Still messing around with overall damage values to body, head and limbs, trying to figure out how to balance that.
BRO WHAAAT
Amazing
So, currently in the process of packing this bad boy up and getting ready to set up a nexus page for it 
Third shot reminds me how big of a scam was Stalker 2
It appeared to fix by itself after game restart, but sometimes it reappears
So limb damage is just a multiplier to NPC' 200hp?
as you see it the same file
BoneDamageCoefficients : struct.begin
[*] : struct.begin
DamageBone = EDamageBone::Head
DamageCoef = 6.0
struct.end
[*] : struct.begin
DamageBone = EDamageBone::Body
DamageCoef = 1.0
struct.end
[*] : struct.begin
DamageBone = EDamageBone::Limbs
DamageCoef = 0.7
struct.end
Thanks
Если бы я был девочкой, то звали бы меня Леееееееееена
Desolation Beta release is here!
Not gonna say it's been a long ride, since it's far from over for me and this project! 
Here's the server post link: #1331777727820468336 message
As per request, tagging the people who asked to be tagged and/or contacted me about the mods release date. @desert canyon @still violet @heady thorn @gaunt dome
Hope you'll have fun and its not super broken like the game was on release 
Thank you everyone who spent their time digging through S2 files, figuring out how to mod this game without the toolset and everyone who showed support for the project throughout it's progress updates 
My doggo shat all over the floor from excitment due to Desolations release, so now I got a bunch of cleaning to do and after that I'm Heading off to bed. Goodnight!
Just dropping a little conceptual content I had lying around in the development folder,
Some people might notice some similarities some items from Desolation are giving off and they will be right on point, some of the suits and items designed for the mod were not imagined and executed from the ground up, but rather also taking inspiration from original trilogy designs, Heart of Chornobyl art book materials that didn't make it into the game and even the cancelled stalker 2 (2011) design documents and materials.
So a nothingburger information dump from me because Richter

Taking some time to just relax and let the feedback and whatnot gather, when I have the time I'm thinking I'll try an experiment with creating a custom npc and spawning it in the world, have an idea how that might actually totally work, if so, will try to implement a dedicated mutant parts buyer at Rostok Market 
is this a dev channel? I'm looking for a discord for Nexus mods for Stalker 2 Cherynobl if that even exists.
If you actually do that without SDK that you are a god 😵
I’m really looking forward to trying your mod next run, shit you did without an SDK is wizardry
this is pretty much the default S2HOC channel
anyone working on a nvgs mod
@void owl was investigating the possibility of implementing them afaik, other than that, nobody to my knowledge, at least publicly
@crisp bolt is the main modder doing this.
I was trying to help him but couldnt really do much
Or are you taking as an equippable item?
id be careful with UE4SS injection mods
Ah! I see, still though, as long as some experimenting with it is done, it's still a result, negative of positive, its valuable
I believe that you guys will find a way to make it work 
UE4SS is nice and all, and tbh it seems like a solid mod, but its not a very stable way of modding
Yeah definetly, we have some wizards here doing good work. Really excited to try out Desolation
I just released a new update for it that did some fixes, balancing and added new consumables in the form of cigarettes, which are no longer just for selling
ill probably wont play properly for a while. Im still just working on my mod, waiting on patches, and i bet Delosation will be at a better place by then ❤️
Yeah, I get you in terms of testing and modding versus playing, at the moment I just do short play sessions for an hour or two purely to test things out in a natural environment
Good thing I gave myself a go at beating the game as it was on release before modding, set some goals of Desolation is stone and I've got more understanding of the many game's nuances for graceful implementation of some stuff
super solid. Thats a great plan approach
And here it is. Only a little bit more to figure out and we're populating this Zone. 
I did it. Here's a fully custom npc trader in the mod, spawned in the world, working along with his map marker

Now, off to work the real work 
stuff like this makes me excited for full overhaul mods for Stalker 2 like anomaly
I'm replaying Exodus or Gamma, whilst waiting for new tools, been designing lots of new sounds and soundscapes
I might do some more work on STFU, but I'm mostly relying on user reports or requests for annoyances. Other mod ideas I had aren't feasible just yet @void owl
I've been looking into things like footsteps muting whilst aiming and other audio bugs but they will probably be patched on the next update
This was super inspiring https://fonik.dk/works/4rooms.html
"This work is a sonic portrait of four abandoned rooms inside the 'Zone of Exclusion' in Chernobyl, Ukraine"
I also got a bunch of impluses (reverb simulations) of various locations in the zone
There's this cool VST instrument called Pripyat Piano, samples of piano taken in various places, like the pool
This will be going into my mod
You can actually hear radiation (see the 4 rooms) and how it effects sound
Excited to get it all into the game
Fuck yeah man glad to see the ideas you've been working on
Really excited to get Emission to sound good
I wouldn't hold my breath on this. I've reported it with video and detailed description etc., answered all the (mostly) pointless/generic questions they've asked. Reported a few other issues and overall the replies and feedback was sobering at best.
Anyone know why visual code sometimes get stuck infinite loading when doing diff?
mad man 
What diff extension do you use ?
Or are you just using the git diff on VSC?
ye standard. Sometimes I use diff & merge or meld diff
If you're using the git diff, you can click on the refresh button at the top of your git explorer. Helps with like 90% of the time when I can't get VS code git to update things properly
Also meld is based, haven't heard that for so long
Ah well then yeah I wouldn't count on vscode for that
probably right
Is it a git diff or just files
just files
Meld should be enough then, or kdiff
Idk if there is a kdiff hook for vscode though that'd be nice. But again. I don't think I've had to use vscode for anything that large
Maybe a big json from work
Ive had vscode git be very unreliable for me
hey, curious, ive mesed with some ui and texture stuff b4 using NVidia dev tools for photo shop for just some small mods ive made for myself. but never truly knew what i was doing.
I know photo shop and other programs more for illustration stuff but for Ui Ux people, whats your software load out for designing / putting stuff into the game?
Are there any modlists modpacks anything like gamma? I mean not in scale, but I'd like some guidance when it comes to choosing the best mods
Theres a few labeled overhauls on nexus
it just changes things like AI, bleed difficulty, healing, weapon damage and handling, economy, and drop rate systems
like 3 or 4 last I checked
It's too early to install inverno on stalker 2. We will wait sdk😅
Mb wrong chat🤣
Updates on the mod development. Current task is to implement an fully working custom trader and... it's already finished, tested, everything functions and spawns correctly. 
Next part is integrating a PDA item spawn that upon picking up will add a new lore note to the players PDA and act as a spawn initiator for the new trader. This is done for those who already started playing. At the moment the only way to spawn new npcs the normal way is set them to SpawnOnStart (which literally means new game start) or spawn them in via some sort of trigger (the PDA in this case). 
NPC polish continues, Vivisector got a new look to him, which is not random anymore but is custom to him. Though his own stock is a placeholder, his buying prices for your spoils are not, so in the picrelated I've shown off his looks and how much money he is ready to fork out for those mutant parts of yours. For reference, you'd get only around 1000-1200 roubles if you were to sell it to Homyak in starter Zalessie. 
is this a good discord server to try to ask questions about modding help for stalker 2? I was trying to look to see if there was a discord server but this was one that popped up
This is the best place if you're asking about mod making, though I'm sure some troubleshooting can be done too, though that is better asked in the respective mod topic in https://discord.com/channels/912320241713958912/1309526198833119303
That way the author can much more easily interact directly with you and your issue has less of a chance to be swooped under a barrage of unrelated messages 
I think everyone is pretty friendly here too
Im trying to install modular hard mode on stalker 2 . When i add it to vortex it gives me a bunch of options to install. .pak, .udcp etc and they have duplicates. How do you know hwat to pick? and the mod author doesnt state it anywhere
Vortex is known to have issues.
Best to do a manual install and follow the instructions as provided by the mod author on the mod page:
Hey this is a shot in the dark since i dont see any thread on Simple photomode in mod posting but
Is there a freecam mod out there that would let me see the armor skif wears in third person like this? i tried using simple photomode and the UETools xFreecam but it made the body disappear, tried asking the uploader but no response either
https://www.windowscentral.com/gaming/this-stalker-2-photo-mode-mod-has-me-begging-the-devs-for-an-official-one All of these shots were taken with the Universal Unreal Engine 5 Unlocker (UUU) tool from Otis_Inf, which you can download from their Patreon by becoming a member. Custom-made by Otis_Inf to bring Photo Mode-style features to Unreal titles that don't have them, the software is impressively robust. Aside from giving you full control over the in-game camera, UUU also lets you move, rotate, **and even get a third-person view of the player's model**, tweak scene lighting, mess around with post-processing effects, and more. https://opm.fransbouma.com/uuuv5.htm
Ah yes the patreon modders
Google does wonders /shrug
Sorry I feel that sounded like shade to Snuggle. That wasn't the case, just that theres an up to date archive
Was wondering if there's a free alternative to that, but i guess nothing's free in the zone 
Everything is free in the zone stalker, just go hunting
It's dangerous to go alone, take a friend with you @fossil pasture
With how much sidorovich is charging for bullets these days? i might as well eat my leather jacket 
thanks for the suggestion though, ima try and see if i can trick the game with fov gobbledigook
So nice. As I'm making "some kind" of "free play" mod, one thing I miss is trader/mechanic/guide for Monolith faction in Pripyat kitengarten (its base)
Once I fully figure out how to drop an npc in the game for both new games and existing saves I'll upload a template here. For just the new game starting it already works. Here's pretty much the file for whoever needs it. Still need to create an npc section and link it to a created QuestObj section 
Very nice, thanks! I'm very tired finishing the actual version, but for next versions is an objective (and add a "repeatable tasks" giver also)
Here is starting as Monolith...: https://streamable.com/3dzjy3
Take care of yourself and don't overwork or burnout on it, if you need time - take it off modding 
Will finish the work soon and take some rest, yeah 😄
free play for the monolith?
An attempt to, Monolith is most a "try" -unless we add trader/mech/guide- but for Duty or Freedom is working good (no main mission - just "blue" secondary missions, tasks and your role-play with A-life mods)
Will release soon
looks interesting
We got them notes working too! Yay "lore"! 
Actually tried the very first one along with a custom image and it worked 
This makes me wonder, are there tools for making in-engine staged screenshots.
Not to my knowledge, aside from the patreon mod mentioned above.
As far as the actual in-engine stuff, that woul probably be possible with the SDK's release and the UE Animation Editor. But at the moment closest I could think of is something like Source Film Maker with extracted and textured models from S2 
that's a shame, really looking forward to seeing what's possible with the SDK
This is so nice!! The "journal" things that I saw are a headache. For the "free play" mod could be nice for add lore-things (notes and so)
Also I think I might have accidentally figured out how to add items to a trader's stock not based on chance, player rank or game difficulty but.. quests completed. So like in the previous game - do something, get better offers. This might be very useful 
Wanted to stop by and thank all the lovely modders for their work and effort.
Can't wait till we're able to get weapon pack/mods eventually.
Guys any idea where do we change the cash rewards for story & random quests?
ha - think I found it 🙂 question is: are these all?
there also seems to be global multiplier in DifficultyPrototypes.cfg
as much as I wish they'd release the SDK right now, it probably wont hurt to wait a bit till they are done with the patches, but I literally cant wait for that SDK
Theres also some stuff in spawner directory, but requires a lot of searching.
Is there a moder or file digger that can hit me up with stalker 2 faction patches? im trying to find them in fmodel, but i can only see errors
There's this on Nexus, maybe they can help: https://www.nexusmods.com/stalker2heartofchornobyl/mods/721
Any guides for merging localization files?
Thanks to @south kayak I achieved to add traders in the starting places-bases for factions (testing for the moment), like Monolith or Mercenaries. Now, I'm going to add a mechanic, guider, quest taker and so, so "free play" is more achievable. Still some work to do, but I'm confident will be working.
It has no sense playing as a faction without any opportunity to sell, buy ammo or repair/upgrade weapons
Very nice, one step for an CoC/Anomaly type of gameplay. To not get bored we really need random quest overhaul (even in the base game). Right now task givers give you only quest in their vicinity with a very low reward. We need quests for bigger rewards like actual raids to another locations, make the player travel a bit (of course if longer the distance or difficulty = bigger reward)
For example: Barman gives you a task to retrieve a case with old documents from Yantar Factory
Or kill a group of rogue Dutiers at Cooling Towers (quest given by General Voronin) etc.
basicly CoC/Anomaly type of quests
Have you figured out perhaps what controls faction relations within the game - including one with the player and between rach other?
Ie. how to make certain factions friendly / enemy to the player etc?
Yes, it's in a file. But some little strange things, like "subfactions" and also the "bug" in vanilla game, where in main bases "are secured" and many NPCs doesn't react like you're an enemy. It's really limited
For the moment I only could generate trader and mechanic, no luck with guide and repeatable task giver
Which file if I may ask? 😉 I'm actually trying to figure it out for the thing I'm doing.
In the case of the smaller groups you're talking about - their stance might be overriden by the 'smart terrain' ie location they are ocuppying / have spawned in.
Also for some reason the ALifeDirectorScenarioPrototypes.cfg sets an enemy / friend stance towards the player in its scenarios:
No, it's on RelationPrototypes.cfg
Thx a lot! ❤️
There are some triggers on quests that change, and previously in this file, the "things" like kill or shoot and the change in relation value
But expect many strange things 😄
What I'd really like to remedy is the delay that happens when I shoot at a neutral squad before they turn enemy on me and start attacking
It should work like in old Stalkers that basically if you wound anyone who was neutral, then his entire squad + sometime also entire smart terrain turned enemy on you and attacked
Maybe its actually in the same file above?
I see some stuff that seems related to relation changes
What you want to do is in the relationsprototypes.cfg
You just have to change what actions affect the relation levels
Most are currently 0 for friendly
Except killing 2 of them
Does anybody know a reliable way to remove an effect from a player that is set to be permanent. Like via a questnode or any other way? Cause the picrelated completely messes up the weight in-game, making it bug out to hell. All actions, such as Add/Subtract/Set break everything to hell.
I was working on a backpack system with basically a new slot for them, not touching helmets or armors etc, but without the ability to remove the effect, it's literally not possible to make it 
like this huh? I mean push these values more into the minus
So let's take this one for example. Because it's just flat dmg. Friend -> Friend = 0. So if you shoot friend without wounding them then nothing happens relation wise. So yes you would want to adjust this = -10 or whatever
I imagine you could create an opposing permanent effect and trigger that?
RelationLevelRanges : struct.begin [0] : struct.begin start = -9999999 end = -800 struct.end [1] : struct.begin start = -799 end = -201 struct.end [2] : struct.begin start = -200 end = 200 struct.end [3] : struct.begin start = 201 end = 99999 struct.end [4] : struct.begin start = 100000 end = 100000 struct.end struct.end
Yep - and above are the tresholds that need to be reached in order to reach in ex the enemy status. I'll play around with this - thx again!
You're welcome
Hope you have fun
Haha I am havin fun! Modding Stalker (or actually anything) for the first time in 11 years or so hehe
It really surprised me positively how similar the data structure actually is and even how the specific configs are constructed. It really took them effort to make it that way
They even did the inheritance very nicely - albeit its a pit you can only inherit from only a single other section
You're a legend mate!
The small merc base is growing 😄 https://streamable.com/v4us1y
PS. Anyone knows how to disable the "pda beep" in a ItemGenerator? 😄
That'd require quite a bit of brain gymnastics on my part, since let's say I have 6 different backpacks, each adding weight, and an ability to swap them out.. I am actually a bit baffled that the game has a SetCharacterEffect operation which can add an effect to a player, yet there is not a single command to remove one 
I've tried everything, writing complex systems, hell even checking the entire enum contents, no trace of anything remotely capable of doing what I want. I still have one more option though, that is injecting in a completely custom mechanic effect.. 
I’ll try to do some digging tonight see if I can find anything that might help.
Thank you so much, even if there's nothing there, just for trying to help 
If anything I'll just put the backpack system in the backburner until the SDK is out, then I'm sure I'll be able to figure something out.
(On a side note I think I figured out a possible way to do this, but it might add the UE4SS as a requirement to Desolation and I tried to avoid any requirements, but oh well, can escape them all
)
I'm assuming you're treating the backpack like a piece of armor?
Couldn't you apply the weight adjustment like artifact or armor upgrade?
Nope, it's actually a consumable, which initiates a questnode system that has a variable that stores the equipped backpack SID, applies the effect via SetCharacterEffect and if the variable has a previously occupied string with a SID, returns that items back to the inventory. Pretty much a completely separate slot to take backpacks off and put them on
Okay so you're treating a consumable like it's a permanent object?
Essentially you "consume" the backpack and now it's "on" your back sort of deal
So it's not something you can pull in and out of an actual slot just overwrite?
Sorta, but I have a system that stores the "equipped" backpack in a global variable, which when checked gives the previously equipped backpack back in players inventory. So it's sort of a mimic-slot, but overall it got the job done
Me an Zivaka are actually doing some 300IQ level brain gymnastics right now, figuring out the possibility of utilizing one of the games systems for this one, as well as even using straight up engine oversights and bugs, turning them into a "feature" 
that did the trick
Minor friendly fire and now they go dark side on you haha
Otherwise its such an obvious abuse to make on players end - always has been. Either this or you need to make loot from corpses miniscule. This is still not perfect solution as player can still relatively easily ambush neutral / friendly squads from behind.
What should really happen - as an additional long term punish - should be a gradual faction-wide reputation decrease up to the point where it as a whole gets enemy - but thats unachievable in story mode.
Guys, can you advise how to make the sky darker and remove light gaps? Maybe there is some kind of ai to do that?
photoshop/mask layering
Adjusting curves might also help
After 3 days taken off work specifically for this shit, 16 iterations of full code files spanning thousands of lines, doing some mental gymnastics on 5 cups of coffee per day (and night
), 4 hours of sleep per day, doing a full on mind maps of the system workflow..
I finally did it. I actually created a new custom backpack slot system, standalone and independent from head, body or any other vanilla gear slot. Update 4 of Desolation is gonna be lit 
Now I'm gonna go and finally sleep in peace and quiet, knowing I did it. 
Goodnight everyone
Holy shit dude
Congrats get some rest
You're doing some amazing stuff for stalker 2 modding scene
Don't forget to document everything lmaoooo
hero
I've updated the map a bit, added popups with icons, wiki links, backlinks to map and copying to clipboard. What features you'd need the most? I remember with fallout-london some feature requests were really unexpected. I'm planning to tidy up item generators and then maybe do searchable quests. https://joric.github.io/stalker/ P.S. json data is still there if you click on the divider in the popup
Does it work on mobile ? Couldn’t see a thing on mobile it seems.
That’s cool ! Congrats 
works fine. pixel 5
zoom in?
what phone
idk weird. it's maptalks.js latest version
Uh let me see
Omg on iPhone it’s so annoying to turn on the web browser developper mode sorry (got to plug the phone on a computer etc)
Android > iPhone example #3028
One question @high rain, did you included the doors in your map? I want to try to open the west access Wild Island door (with "XUnlockDoor DoorUID" or "XOpenDoor DoorUID") but idk how to get the door id
no doors yea sorry i'll look into it
Thanks, tried to found on the million files with no luck, don't know if there are any "debug UI" that could show me the door id (it's for a free play mod - for being Noon-Monolith playable)
And later the command will not work ofc 😅
i think they are in the map. similar to teleports and personal stashes and beds
the worldmap, UE5 umap
not in the config files
Uf, ok. And anyone knows any "tool" to active a debug better than UETools? For searching this kind of ids
I also saw "XToggleHubDoors bLocked Radius", could work as I spawn the player on a location, but can't get it working (tried "true 100m", "1 100" and so)
i'd rather just noclip through doors i bind C to noclip in Game.ini. it's AutoExecuteConsoleCommand_01=UETools_BindToggle C "XSetNoClipGSC true 1000" "XSetNoClipGSC false"
These are some challenges for the "free play"... some zones locked in the initial game stage. Like for being monolith on Pripyat "how to get out". I managed to add traders like Desolation, but not guides... I'm searching workarounds for access some bases, like this or ChemPlant
As is for a mod, much for testing can't enable noclip at all 😦
I think I will back to the "start" the node quest that enables it... but normally it breaks more things, command could be much more cleaner
🤷♂️ XStartQuestNodeBySID E07_MQ01_SendSignal_HubDoor_Open seem is working
Hey so is there any way to reduce the recoil of the weapons?
like what file should I edit?
anyone working on dismemberment mod?
not possible atm
Man some of the stuff people have been making is crazy, I’ve got a lot to learn
Anyone knows why If I execute a command in UETools (XStartQuestNodeBySID E12_MQ01_C1_Technical_DespawnAnomaly) into the console game works and if I load the command in the OnGameLaunchScripts.cfg it doesn't do anything?
The command disables ||the electro-anomaly-enemy|| to reach Pripyat... and it works ingame, not the other way.
Other commands works 😦
I even trying to remove the SpawnActors from the anomalies, and they have been removed but seems that like a transparent insta-electro-kill still being...
If I could get working or clean the place, the "free play" would be better
anyody know how to edit a pak file jsut by itself, not merging. I have a mod that have some features in it I would like to tweak
Just wanted to say thank you to everyone for the reception on the news of the backpack slot actually coming to life, your support means a ton to me 
Otherwise took a little break, back at it with a steady course for a big and important update for Desolation, introducing a bunch of new stuff and fixing a bunch of issues that have been brought to my attention. Backpack system works like clockwork and is actually quite a bit versatile, offering more than just backpack equipped = weight increased 
Edit: just noticed it, thank you for the role 
I truly despise discords weak search bar. Has anything come along that addresses the key binding in stalker 2 yet? aka f1-f4 for quickbar, without having to hold the key for item 2 and 4? Being able to change hard coded binds, like Y for example?
nope
Alright, thank you.
Use a tool like this to open up the pak, make whatever changes you like to the files it contains, then repackage it using the same tool https://www.nexusmods.com/stalker2heartofchornobyl/mods/374
Here's a small teaser of the initial backpacks and back items coming with Update 4 of Desolation. While having their own perks some of them come with movement and ergonomic cons, so one should carefully consider what to take with them, to not become a Chimera's dinnerbell when it's gonna be time to run like hell.
what model do you use for generating there?
they looks so good... you edit them so well too
Thank you! It's a 3 step process for me:
- I first do a collage or complete microsoft paint style drawing in Photoshop of the item I want
- I then feed the concept image into PicLumen (specifically Art V1), the content reference temperature is between 0.5 and 0.7 usually
- Output image is put back into Photoshop and cut/spliced up/edited/repainted/recolored
nifty use of AI to enhance your own artistic interpretations ngl
Yeah I've seen my friend use it in a similar way
But deadly just goes so hard I'm so impressed
Thank you, I really hope the next update is gonna bring a lot of joy to people, since lots of completely new things at lest for Desolation are coming 
I'm very torn between desolation and mhm. Have you ever had a discussion about working together? Lol not that I want to pressure anyone on anything
I've actually heared about it after the release of Desolation after reading one of the comments on my mod's page 😂
Wanted to stay away from mods until I finished the game without any to see what I wanted to add and not be tempted and so I missed a bunch of amazing mods.
Overall I'd say MHM right now is the best choice in terms of polish and touching upon many things that Desolation is yet to touch, after all it's a Beta for my mod and there's still a lot I need to do to feel comfortable to call it a 1.0 or something 
Otherwise haven't talked to the MHM author about anything yet
plus my anxiety of working with people on top of my 9 to 5 work interactions is just gonna kill me
Yeah I can imagine working together on mods is always a big undertaking tbh
You either get on the same page immediately or things usually don't pan out
I think my next run I'll do mhm and after will be Desolation for suuuuure
You mod looks just so fantastic
It is genuinely impressive stuff
Hope you have fun with Desolation once you get to it and hopefully by that point there's be a lot more content and things tweaked and balanced all around 
Kind of a goofy question but is there a method, or even an entry that I don't see written out under the wwise params in weapongeneralsetup to have a particular firearm use a specific unsuppressed sound but a different gun's suppressed sound?
EG: Vector sounds unsuppressed but VAL/Lavina sounds when suppressed or whatever particular pair it ends up being
FUEGO
Hello, I want to ask if it is possible to make artifacts spawn depending on the spawn location? Those that are far from the bases will spawn rarer artifacts there
Heard about it briefly, will look it up proper later but what’s its overall goal? What does it change up about the game and what kind of experience is it aiming to deliver?
This is what I was able to get: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1211
Ayeee that's a great start
I hope so, although Gamma's complexity is still a light year away
Can’t say I’m really yearning for something like it yet. Playing s2 like Skyrim is fun enough
Hey! Overall goal of desolation is to both touch on many vanilla aspects of the game I felt were too unfinished(sleep mechanics is one example) or arcadey(100% aimbot npcs that hit you like a mosquito even on the hardest difficulty and take 10 headshots to die), making the game harder, introducing new system and overhauling the existing kind. At the same time I'm filling it up with content in form of new consumables, items, trader and stash overhauls, new npcs, pda's with lore and Update 4 will include a new backpack system with its own standalone slot.
There's much more overall info about Desolation on the nexus page as well as a Future Plans section you can check out to see where it's heading and if it's your cup of tea at all 
Shall definitely give it a look, thanks for the response. It looks like a mean piece of work that i'm amazed has been put together this fast. although I'm still on my first playthrough. The one thing I really felt hindered my overall experience up to this point is how although it rewarded exploration, finding gear items in stashes ultimately made money accumulated pretty much worthless as I might spy a weapon or armour set in a trader that I fancy but then just get it for free shortly after. So it felt like money was only spent on repairs, which isn't a very active decision. As such it just feels like exploring in skyrim, which I do enjoy but doesn't incite many resource driven decisions or gameplay dynamics. Does this mod adress any of that at all? Was wondering if it maybe reduced the number of items found in the world and made actually spending substantial amounts of money worthwhile. I saw that you've got more items to sell, but with that problem still existing I would feel like it only exacerbates it.
Does it change up the loot / money economy in a way that makes it so that money actually has a use and is balanced such that you are roughly gaining what you're spending?
Case in point - spying a cool shotgun in a trader's stock then getting a modified one for free in garbage. I would have rather it been a systemic decision to go out into the world and hunt for artifacts or items to earn it rather than gift it outright. It makes sense given the narrative focus of the game, but such a design change wouldn't have hindered it that much and just made the existing systems more impactful
In the long run that is the goal. At the moment I do have a chance to find weapons/armor in stashes, but they might now be in a good condition at all and need repair (logic was, if the player sometimes leaves behind a somewhat broken item in a stash to later come back for it to either sell or repair, others could do it too), other than that the traders have had their entire stock overhauled, gaining more "specialized" and rotating pool of items, so for medicine stuff medics are your person to buy from, barmen for food and general traders for everything else (though they might sometimes have medicine/food, but at a much higher markup), also their buy/sell prices are balanced with lore taken into the account, so your start of the game Hamster, who is a very greedy dude as you hear lots of times, will give you garbage prices for most of the stuff, Sidorovich is a whole other circle of hell this time around. If you ever encountered a certain event near a rookie village - now you get to feel yourself in the shoes of those guys. But, at the same time some places have higher demand for supplies, thus buying at higher prices(while selling too, because of short stock). The idea was to make the player actually care where he wants to go when buying or selling loot.
But that said, no unique weapon rewards stashes were overhauled for now. I do have plans to re-implement those in another way, but that will be closer to when I actually get to tweaking the guns, which will be it's own gigantic update, simply because of the scope.
Also I made it so the technicians will buy up any broken guns for dirt cheap prices, as an extra income for those low on cash. There's of course always the other source to sell them off to, that will pay higher, but that depends if you want to make the trip
That does sound solid. I've only gotten as far as noontide in game but from my experience thus far I assume the trader stock will gradually become more advanced and pricy as I follow the narrative through. Having to travel some distance and engaging with what systemic spawning systems and survival systems that do exist sounds brilliant rather than the most recently visited trader in the narrative being the go to.
I wonder how it would play if armour and the like wasn't handed out for free. With a more picky and thought provoking trader stock system, it could get you prancing from place to earn enough to buy the next armour piece, making it feel like a meaningful upgrade. It's just a strange case where I basically only sell guns or redundant supplies, and have yet to spend more than 1000K in total on anything really. Tighter stock, with less free item drops, and more sellable items like you've already implemented to balance that out sounds like an interesting experience
And just like that, with the start of the weekends and a new month, Desolation Update 4 is live!
Link to the full changelog section cause Discord message limit 
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1179?tab=logs
By the way, regarding the Backpack slot system I created, the .cfg for it is commented in the main areas if you'd like to take a look yourself, though with the current visualization of all of that, it can be hard to get the overall idea of it, so here's a mindmap I made when designing it that helped me to get the code structured and explain it a little.
Cheers and I'm off to bed, finally 
these before bed releases are becoming a habbit at this point
adding doors to map. anybody knows where are the keypad scripts? say I want to change keypad code in a mod, how I do that?
BP_CodeLock perhaps
ok found it' it's a mess. BP_CodeLock uses Cardlock naming but then it's pretty easy, you search for CodeComponent in umap and there's a field "CorrectCode": "1268" or whatever.
this is how it looks now https://joric.github.io/stalker/#458FD89E469B2683AD8AF485236BD1FE
all codes are well known though even 1287975 on radar that's not mentioned anywhere
I'm excited, I'm waiting for further development of the mod, I'm starting a new game to play it
All doors or just the keypads? ♥️
well i added all doors some of them have references to quests some I have no idea how to open. keypads I found
if you type door into search there are like 300 of them
some are breakable some have keys some are scripted
This is a huge help!! I will test next days to command-open or remove or whatever, maybe this allows to access more locations at free play!!
The GOAT 🔥 Motivation without limit, thank you for all the works you did bro 🙂
One question, maybe anyone could help.
Anyone knows how to spawn a simply wood box? I have the coordinates... just want to spawn it, maybe making a new file SpawnActorPrototypes\WorldMap_WP, but no luck for the moment.
As the other ways to move to and from Pripyat at initial game stage for free play mode failed, I think this is a "simple" way... jump on a place
hi
I was wondering how Anomaly 2.0 will come out, I assume it won't be standalone, but I believe it will come out sometime
Good evening people I have a problem in the game all the magnifying glasses have no more aiming point I just get the magnification
anyone have an idea to solve the problem thx
@mystic dune hello mate have your issue been resolved??
Yes thx ^^
heard it doesn't work in safari on iphone if anyone tells me what it says in browser console that'd be cool. upd looks like it was requestIdleCallback not working in safari. FIXED!
The game has been out for 2 month and it's already slowly turning into anomaly
The signal you added for the doors works so sweet! With "XStartQuestNodeBySID" I tested 2 or 3 and works so well.
Sadly, I can't make it work from OnGameLaunchScripts.cfg (to get "opened" at start) but will continue investigating (I have margin to test different things, but not so many free time 😄 )
What if you made a quest that had PDA's on a table, and then that triggers the players faction selection, say just after metting Richter, then you apply the rep changes to the character teleport the character to its Faction Home, and potentially unlock the doors needed for that faction, or all doors if you wanted.
and you just name the PDA's the faction name
use the PDA as a trigger basically.
It also allows the player the choice to play the game normally too.
It's a good idea to integrate in the game!
Atm I could create an item (pda) and launch script using (new scripts-QuestNodes) but for now I'm trying to "set up" things: a "playable" Zone (traders/guide/technician for factions without - making crashes for me) or some closed-zones. Rank progression is a problem... tasks-money...
The problem is that some QuestNodes works from uetools but not as in-code script 😦
I managed to access-exit Pripyat with... indestructible boxes in the trains 😅 but works. The same: I've the questnode that cleans the passage, works from UETools but if I set on cfg, no luck. Finishing first mission and teleporting and then executing more questnodes makes strange things sometimes.
So much to test and do 😩
I was just wondering since UETools forces the quest scripts maybe implamenting it to an item pickup(PDA) would be a work around.
But the PDA would execute in the same way (a EQuestNodeType::ConsoleCommand questnode)
they use this method a lot it seems so that's where I'm getting the basis from.
I'm making something wrong, as I go understanding more thing, my point for future is to do a totally new first quest when starting new game. But not sure if this could fix...
right, so if you implament a "new" quest that is triggered by item pickup then it will load the quest and its data.
Then you see traders or guides frozen and say "fuck" 😂
Well as I see it, when you load your own custom start currently, the rest of the game data doesn't know what to do, but if you load the the game skipping prologue up to richter which does not brick NPC behaviour and then trigger your faction selection the main game in theory should load NPC behaviour?
From using the debug version I noticed force skipping E01 breaks a lot of functionality.
Ultimately I see what you are trying to do, and to force a fully explorable zone would require you to make a lot of triggers to setup NPC behavior as NPC behavior is tied to quest progression, besides Alife.
Spawning Traders and their generators, quests, Guards.
Now I'm not finishing E01, I made on previous version and was more problematic. E01 starts and I use it's questnodes for set things (location, loadout and so) and not reaching journal things.
The thing is that mainly all is working: traders, guards, quests (but many hubs are closed)... From my tests ... you know when all starting well? When I teleported away "night scene" at first...
Yeah, some things, but not so unreachable to being a mostly playable thing. But each faction will require "hand made treatment"
oh absolutely I like the idea and how you're implementing it 
Hubs being closed might be due to them seeing you as enemy? when an Enemy triggers hub it causes hubs to close.
No, it's because most of them open in certain missions (ie Chemical Plant for Ward)
Oh I see yes.
Or Pripyat passages
But you (if you) can access and talk traders and so
what if you reroute the trigger to somethign easier?
The easier is use the functions in QuestNodes
So you already start the player with items in inventory what if you spawn an item that triggers the quest trigger for that hub unlock/activation?
In fact the are literally functions like "open the hub X"
No, at the moment I can't get these working. But "important hubs" are there, just at the initial stage of the game. It's like if you go out the main mission at vanilla game
which I think it does?
GSC closed you by doors or zones
yeah
That's why I added lesser zone north key
right.
Or now I'm spawning boxes for jump over trains in yaniv 😅
I'll see if I can write it out 1 sec
I have the commands!!! But doesn't work, for example Wild Island command for door works but if I execute, some npcs freeze
Wait, I have out there the Wild Island one
E07_MQ06_SendSignal_EntranceDoor_Open
Most important: E12_MQ01_C1_Technical_DespawnAnomaly (this clears Pripyat passage)
There are hubs with triggers in its own questnodes
"Yanov_Hub.cfg", "Zalesie_Hub.cfg"...
Probably if you execute with UETools, will work, but if you execute in OnGameLaunchScripts.cfg not for me 😦
Idk if is something related with rootgraph or the "open" E01 quest
What I'm working this morning is in a bug with the added traders, making crash when exiting or loading game (the second time)
Anyway the best new way to watch it is in the Joric map, he/she added the signals that opens doors and triggers 😄
Not sure if this will offer any value but there is an ini with quest data in the plugins->QuestTool
It's he, allright! The map is under very heavy development. Unfortunately it's Chinese new year so the maptalks engine bugs are stalled. Can't do proper 3d height lines, etc.
Guys, can you tell me how to open the textures?
Those files are not as easily dealt with as the typical configs .pak
You’ll probably be better off setting FModel and the UE5.1 in your computer so that you can handle those files more effectively. If you just want to replace textures and stuff there’s a guide that explains how to set up UE5 for texture editing in the nexus page. For FModel is better to watch a guide on YouTube.
^^^ fmodel will help as you can extract the textures so theyll be in png and be able to edit them in something like gimp.
To put them in the game however, theres a tutorial on here or on nexus which explains things in better detail
Made a few custom weapons with their own quirks so far. Herbatas mod as dlc loader helped a ton. However is there a way to make materials for said custom weapons. From what i read, materials and material instances arent possible yet, but i may be wrong in that regard, so im hoping someone had some marginal success in working with materials so far
I'm trying to make a separate weapon with a separate skin, I understand the principle of operation, but I lack the knowledge of coding mods for Stalker 2 as such.
and thanks for the help guys, but I already figured it out myself yesterday, it turned out I just made a typo in the name of the engine in Fmodel and because of that, my file windows didn't open.
separate skins from what i gathered, and attempted to work are almost impossible for now, until we can get the sdk out
see if my theory works
have you tried to work with mesh?
the textures are heavily tied to it in this game
i have not
mostly i tried figuring out material instances after inferencing it all generalsetupprototypes
lets hear your theory though, since im trying to figure out the same thing
When I get home, I'll check it out. However, you could make the job much easier if you told us a way to open uasset and ubulk without Fmodel.
because he still doesn't want to export some files because of their specifics.
youre gonna need zentools to extract uassets
stuff like materials and animesh youre gonna need zentools for
and most likely youre gonna need uassetgui as well to read and edit them
could you describe in more detail how to interact with them so that I can check everything at home without wasting time on setting up and studying programs?
i could probably give you a quick rundown
youll have to use cmdprompt for zentools, uassetgui is a straight forward editor but youll have to extract from zentools first to be able to read and edit the filed
theres a tutorial on the github page
also were you able to add in separate weapons into the game?
Yes, Mr. Oxide explained how to add a separate weapon
I'll report the results of the work as soon as I get home
hes a good dude, helped me out a bunch
Yeah, hes very very good
so if you look at like the weapon general setups, youll see the meshparts and the material instance for the unique skin overriding the default skin/mesh
//Static data
WeaponStaticMeshParts : struct.begin
[0] : struct.begin
MeshPath = StaticMesh'/Game/_Stalker_2/weapons/sturm_riffle/SM_ar_tar21/MeshAnim/SM_wpn_tar21_SM_offset.SM_wpn_tar21_SM_offset'
SocketName = jnt_offset
Materials : struct.begin
[0] : struct.begin
MaterialPath = MaterialInstanceConstant'/Game/_Stalker_2/weapons/sturm_riffle/SM_ar_tar21/skins/decider/materials/MI_ar_tar21_a_skin_decider.MI_ar_tar21_a_skin_decider'
MaterialSlot = 0
struct.end
[1] : struct.begin
MaterialPath = MaterialInstanceConstant'/Game/_Stalker_2/weapons/sturm_riffle/SM_ar_tar21/skins/decider/materials/MI_ar_tar21_b_skin_decider.MI_ar_tar21_b_skin_decider'
MaterialSlot = 1
struct.end
struct.end
struct.end
[1] : struct.begin
MeshPath = StaticMesh'/Game/_Stalker_2/weapons/sturm_riffle/SM_ar_tar21/MeshAnim/SM_wpn_tar21_SM_bolt.SM_wpn_tar21_SM_bolt'
SocketName = jnt_bolt
Materials : struct.begin
[0] : struct.begin
MaterialPath = MaterialInstanceConstant'/Game/_Stalker_2/weapons/sturm_riffle/SM_ar_tar21/skins/decider/materials/MI_ar_tar21_b_skin_decider.MI_ar_tar21_b_skin_decider'
MaterialSlot = 0
struct.end
struct.end
struct.end
[2] : struct.begin
MeshPath = StaticMesh'/Game/_Stalker_2/weapons/sturm_riffle/SM_ar_tar21/MeshAnim/SM_wpn_tar21_SM_bolt_action.SM_wpn_tar21_SM_bolt_action'
SocketName = jnt_bolt_action
Materials : struct.begin
[0] : struct.begin
MaterialPath = MaterialInstanceConstant'/Game/_Stalker_2/weapons/sturm_riffle/SM_ar_tar21/skins/decider/materials/MI_ar_tar21_b_skin_decider.MI_ar_tar21_b_skin_decider'
MaterialSlot = 0
struct.end
struct.end
struct.end
currently as it is, i havent found any way to get it all in game properly
it all boils down to the fact that as such the mesh of your texture does not exist and you are pointing the way to nowhere. and my theory is to create this mesh. as I understand it, it is located in the material folder
yeah material instance stuff, even after editing it through uassetgui, the problem is basically putting it in game
and its hard to reassemble it back into the game
hm hm hm
Anyway, I need to test it all, and I'm not home yet
but logically speaking, I don't see any reason for having an SDK to change textures, you just need to understand the process. After all, we do not change the core mechanics, if you can add a picture, then you can add a mesh
such thoughts
its not the textures, its the materials that its tied to
more so the material instance
yes yes
you can do a simple texture swap with gimp, but adding a separate texture, youre gonna need to add in a material to it, and thats the hard part for me
however if we can make that breakthrough, thatd be big for the community
I am sure that after studying everything more thoroughly or using the poke method, we will find a way to do this
yes
The mods community is famous for being able to do amazing things even in the absence of an SDK
well, I'm starting to try, if nothing works out, we'll still have a beautiful skin)
added a feature just for you, now when you click on a reference thingy it copies XStartQuestNodeBySID <id> to clipboard so you don't have to type it anymore https://joric.github.io/stalker/#663BE32449DBBB7BA61239BD6A8EED51
😄 Thanks!!! I'm compiling a list of signals to execute at start. Some works, another not, but still working on!
I don't understand how to turn it on
Guys, tell me how to restart the quest through the node?
E01_MQ01_ReturnToStart : struct.begin SID = E01_MQ01_ReturnToStart NodePrototypeVersion = 1 QuestSID = E01_MQ01 NodeType = EQuestNodeType::Technical Launchers : struct.begin [0] : struct.begin Excluding = false Connections : struct.begin [0] : struct.begin SID = E01_MQ01_Trigger_RestrictSave Name = struct.end struct.end struct.end struct.end Connections : struct.begin [0] : struct.begin SID = E01_MQ01_QuestSave Name = struct.end struct.end struct.end
not working
I'm trying to create a mod that prohibits saving anywhere and allows saving only at a campfire. I use a trigger for this. Quest start, all saves are prohibited, trigger entry, saving is allowed, trigger exit, saving is prohibited. This only works once. I need to somehow loop the quest or reset it. I only know a way through a technical node, but in this example it does not work.
Never tried, but did you tried "XResetQuestBySID SID"? Maybe you can call by QuesNode (or command) this way:
YourThingName_Command : struct.begin SID = YourThingName_Command NodePrototypeVersion = 1 QuestSID = YourThingName NodeType = EQuestNodeType::ConsoleCommand StartDelay = 1.0 ConsoleCommand = XResetQuestBySID SID struct.end
@tidal rapids need your help
Does anyone have any audio from the reactor 4 event? It's hard to find much. I have the van warning, a siren or two. Anyone got any juicy soviet soundbites?
Gimme a bit, not at computer
alright you need help with zentools?
im here
@gaunt dome
so, open up cmd prompt
path to ZenTools.exe ExtractPackages <ContainerFolderPath>Where your paks are <ExtractionDir>Where you want it to go [-EncryptionKeys=<KeyFile>]
example: Desktop\ZenTools.exe ExtractPackages "C:\SteamLibrary\steamapps\common\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks" "C:\zentoolsoutput" -AES=
if it doesnt work then use \\ instead of \
I think what i want more than anything is STALKERNet back
or you can just drag and drop onto command prompt or powershell
np, i was stumped on it for a little bit as well owing to my stupidity, but im glad to help
well, guys, you were right, the material is really different from what the standard UE 5.1 provides, I had to replace the Drowned textures to put them on a new gun, but I probably understood the differences in the material - it specifies specific paths to textures, while when importing from UE 5.1 they are missing In Fmodel, well, the research has been completed, but I will still be trying to do something about it.
Trouble is, that when you change the textured but reference a certain material in game, it just grabs the specifics of that particular material in terms of roughness, masks, metallic, and just changes “the colors” so it sometimes can look a bit weird under illumination o just as default.
shit, how come I have only found this right now? Tyvm for writing this guide!
You're welcome. @hazy ivy mentioned trying to put some additional guides together that would expand on that type of stuff too
Talked through an issue overriding existing sections that already have a reference. Ended up doing a bskipref and then declaring a new ref. So it seems there's still some intersting things we haven't figured out yet to do with it.
Made a bit of an investment for this audio mod lol
I've been trying the 4 rooms method to create some real radiation sounds
Lots of impulses taken from the zone itself
Just wanted to say, even as I'm working on my emission overhaul at least my end of it @void owl I'm happy if to help out anyone who needs sound for their mods
Sick set up
Can't wait to get to hear those sounds
audient gang rise up
my id14 is getting there in age though
Anyone knows how to spawn a bed and the personal stash? Can't find these on SpawnActor or in the Gamedata files
Afraid not man. Isn't there a master list kicking about ?
I'm guessing it would be called a chest instead of a stash
~~Well the results for the override this way look to have been pak cache. Went to disabled the bleed effects the same way for a request and it's not applying the changes. The rules for those root cfgs just make no sense.~~Nevermind I just didn't use the right values to disabled the effect. Works fine
I found it, but is "declaration" not the "spawn" of the object (to place in coordinates and so)
Its on umap files, thanks to @high rain . Will see if I can add more bed/stashes, never see about umap json 😩
Anyone know free cam with pause command?
Didn't tested but XSetFreeCameraSpeedMultiplier SpeedMultiplier ?
Ill give it a try thanks
regarding Blueprints hacking does anybody know what component is responsible for the doors that open with grenades. I checked every signal receiver for BP_DoorView_C_UAID_E89C255E1016C20202_2004590303 (the infamous chimera door in pripyat) but there are no references to the "explosive" component. it's cell Terrain_L0_X-3Y-6_DL0.json are they ForceOpenDoorReceiver? there are no properties and no references to guid in cfg files. Also it seems all doors have it there's nothing specific. Probably should just compare door properties. It also may be another blueprint that actually sends the signal akin to levers/keypads but I can't find anything near that door
Regarding the refurl mod loading method, how does it handle conflicts when there's two or more .pak files editing the same variable? Does it just resolve this through load order itself or there's something else in play here?
Pretty sure it will just be load order.
alright, ty
I thought those doors were the ones with an inside lock (if it was an outside lock, you could break it with a knife or a gun).
yea well no lock at least on this particular door. there is maybe a lock or lock-like entity but it's invisible here.
it's just locked and the only way to open it is to explode something on the other side then they open as if they were automatic
in which file to edit the spawn of item in large square wooden boxes as well as in small ones? looked here but couldn't find it EffectPrototypes, StashPrototypes, DynamicItemGenerator, Gamepass_ItemGenerators
Spawned items like this are in SpawnActorPrototypes. Its properties, in some files, but mainly in DestructibleObjectPrototypes.cfg
im trying to extract some .uasset and .uexp from a mod, how can i do it? i dont have stalker 2 idk if i need it
Umodel
it works for ue5?
I need a name for this item. maybe then I could unwind the exploding door signals. searched by gas barrel could not find it in fmodel. it's at XTeleportTo 423700 665431.8 910.35583
ok it seems like SM_gen_gas_cylinder_01_03_dm_03.uasset but i could not find it on the map just yet
looks like it's mostly called InstancedStaticMesh no blueprint
i'm leaning towards there's no direct conection doors like these just react to explosions but only from one side. searched through cells and could not find connected signals. i doubt gas tanks are connected to doors because you can just roll them away.
anyone found commands that allow to remove items or peek item sid from inside the game?
Have you checked if it's related to the breakable locks that some doors have? Maybe they made them invincible
i know how breakable padlocks work, they are a different entity. i can't find anything near that door. looks built in
this is a breakable padlock. and a door next to it. https://joric.github.io/stalker/#4EB3163B4D76BD2A7F73EFB412977884
this is blast door. no actors. maybe I missed something. https://joric.github.io/stalker/#050E77DB4D835AC4BEE0EC949D3AB5AD
I think is the same "issue" in facing on Pripyat tunnel. I remove all (all) the entities (electros and trigger boxes) and still being applyed a script (you enter, you die). I can't found where is this "dying box" saved as entity (I have the questnode that disables).
yes
i never had any success with it
but if you scroll up theres some discussion on quests
that is, in theory, even now, without SDK, can make a mini story mod?
I was wondering is it technically possible to implement a reload system where you lose the amount of ammo left in a magazine.
And possibly drop said ammo as an object you could pick up
You can i believe, however itll be extremely tedious as youll have to create npcs, quests, pdas etc. I assume that the sdk will streamline everything though
I edit the properties of artifacts, added a new property for health regeneration. I created this property in EffectPrototypes, this property should have 5 levels of effect from weak to maximum, but in the game, the artifact description always says that the effect is weak. What did I miss?
SHOW
ME
THAT
CONFIIIIIIIIG
but you should have a different effect for each level
if I had to guess at what you've done
Artefact struct
properties struct
[0] = weak
[1] = medium
[2] = strong
whereas you want
Artefact_weak struct
properties struct
[0] = weak
and a new one for each level of artefact
but again, that's all crystal ball bullshit, I'd need to see your work
For the maximum :
ArtifactHealthRegen1 : struct.begin {refkey=[0]}
SID = ArtifactHealthRegen1
Text = Restore Health
LocalizationSID = restore_health
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HPRegen.Texture_Icon_HPRegen'
Type = EEffectType::Health
ValueMin = 1.0
ValueMax = 1.0
bIsPermanent = true
Positive = EBeneficial::Positive
struct.end
For the weak:
ArtifactHealthRegen01 : struct.begin {refkey=[0]}
SID = ArtifactHealthRegen01
Text = Restore Health
LocalizationSID = restore_health
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Effects/Texture_Icon_HPRegen.Texture_Icon_HPRegen'
Type = EEffectType::Health
ValueMin = 0.1
ValueMax = 0.1
bIsPermanent = true
Positive = EBeneficial::Positive
struct.end
Maybe a problem with SID or LocalizationSID?
and could I see the artefact you've created?
nothing obvious jumping out but need to see how it's applied
FArtifactSteak : struct.begin {refkey=TemplateArtifact}
SID = FArtifactSteak
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Artifacts/Steak.Steak'
MeshPrototypeSID = FArtifactSteak
Cost = 70000.0
Weight = 0.55
AnomalyElementType = EAnomalyElementType::Fire
ArtifactType = EArtifactType::Fire
Rarity = EArtifactRarity::Epic
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-Steak.ArtifactType-Steak'
Blueprint = Blueprint'/Game/GameLite/Blueprints/Artifact/Fire/BP_FArtifactSteak.BP_FArtifactSteak'
EffectPrototypeSIDs : struct.begin
[0] = ArtifactHealthRegen1
[1] = ArtifactAddRadiation4
struct.end
ohhh I think you're using the wrong EEffectType
I think Health is a quantity of health points, whereas RegenHealth is your regen rate
Text = Regen Health
Type = EEffectType::RegenHealth
ValueMin = 100%
ValueMax = 100%
that would theoretically double your natural healing rate
If you want more control you can use EEffectType::Health, but you need to define charges and duration for it to work
it seems to work fine when I wear the artifact, but it does not write the correct description, it should be Maximium instead of Weak. Radiation is displayed correctly
I think the item screen pulls the levels from the numbers at the end of the effect SIDs
Think it goes 05, 1, 2, 3, 4
yes it works now 
awesome, glad it's sorted 🙂
does anyone have the latest AIGlobals.cfg?
I'd send an unedited version if I wasn't at work
Sorry thought that was the full aiglobal.cfg
Hold on
I can put a copy together from the one in the pak
so you only changed the translucency on this?
If this is from the mod pak then yes that would just have translucency changes
have you all seen this
yea I noticed I was credited. that's the second time after desolation mod
@high rainhow close is this to say gamma
oxide coming in clutch as always
is there a console version of FModel? one that could convert umap to json files from command line?
Far. Factions are too underdone in S2, factions "without bases" have some problems and initial game stage some downsides, like closed hubs (i.e. for Ward) or passages (some doors to undergrounds or Pripyat way - I made a functional solution).
But well, it's a start. If you combine with some mods, like MHM or Desolation, A-Life mods or Dynamic Weather feels much more "the Zone" challenge.
Joric maps helps a lot as it has all the IDs, triggers, points and so.
Ok
can i have the files ? of the ultimate edition
sorry man been a while since then i did delete that copy of the game to make room for stuff.
dont even have the main game installed rn since im clearing space for a new os install on a new mobo
Ah ok still thanks for the response
would like some opinion on this, what do you think of the recoil rework for pistols here?
personally I'm pretty happy with how this turned out. recoil looks great and feels good to shoot now, plus requires actual input from the end user. while still being approachable to an extent.
It looks way more realistic than what we actually have , for my part it seems OK, but each weapon need a different intensity of recoil I guess, nice first impression for my part 🙂
wondering how hard it would be to make a mod allowing techs to buy broken or damaged gear its the zone techs are smart enough to know how to still get parts form busted up gear i dont even care if the prices are simillar to ragman
Desolation already does that 🤓
Exactly what you said
currently using MHM instead not rly into what desolation is offering
i like what its going for.... just not what im looking for 🙂
Yeah, with MHM I think it has to be at least 60% for some traders and at least 80% for "main" traders, but it's still only specific ones that will buy them at those conditions. I believe that you do get more for the weapons, though. Kind of to offset how hard it is to sell them. Artefacts are still the way to go to generate koupons.
The tech route makes sense, though. But there's such an abundance of weapons, that it doesn't really support the idea of them needing the parts for repairs or even repairs in the first place. In my opinion, a nice idea would be if we could have weapon parts instead and then when repairing a weapon and having a compatible weapon part, we receive a discount on the repairs.
o for sure but without SDK i can only dream
well different pistols already have a different recoil level, the USP has more recoil than the PM here
Any info of when we could see the sdk?
i doubt itd be hard if you could reverse engineer how tradeprototypes work
digging through the C++ headers at the moment and noticed something interesting
you know how you can have your flashlight turned on but get close to a wall and aggro NPCs on the other side even though the light shouldn't bleed through?
wonder if they're just attaching an invisible static mesh with collisions turned off to the flashlights that's visible to the AI. might be what fakelightbeam is. like a pole sticking out of your face
... or a light cone for the distance without using a real light. idk it's late
You might be correct, but If I'm not mistaken, those are unused assets. From what I've gathered, all human NPC just use this BP:
Or maybe not, this is the player BP for sure though
You can look at the ObjPrototype, all stalkers have this base pointing to this BP
You'd be surprised how much unused garbage is on the project. You can see how they gave up sometime in development and just built a basic UE game using the BP editor instead of all these custom assets
Which makes me sad. Somewhere in the game files is a much better incomplete game hidden
the good part is that these assets might be useful
i see some unused weapon attachments waiting for some love ;p
There's a lot of unused stuff man. Like a proper flashlight item, flashlight attachments etc
I spent the whole two days of the week going down a flashlight rabbit hole lol
that's what i'm about to try to do 😂
i can see why the light cone didn't seem to adjust when i was doing the spotlight in lua, there are two <.<
Yeah you will quickly see that the only flashlights in the game is just a default spotlight actor attached to the BP
i just want a strong beam so i can actually see monolithians at the end of the hallway
Yeah spotlight1 and Spotlight
Attenuation radius should be what you're interested in. Problem with UE4SS hooking is the crashes lol
I'm now in a rabbit hole trying to override the max render distance for AI
Also fruitless
yeah, i wrote a lua mod that lets me set attenuation radius and intensity from the console. just need to tighten up the inner and outer cones so i don't make the shining zone all on my own
If you get a nice beam flashlight going lmk. It was my original goal but I got a bit disappointed that it's not possible to do natively without UE4SS
I thought of reverse engineering the BP but it has a lot of moving parts
Don't really have the time or want to spend the effort
wonder if you could do a pure blueprint mod by subclassing BP_Stalker2Character, edit the components from BP, and updating the game mode to spawn the subclass instead
but i'm new to this so i don't know if you can just shim new blueprints into a .pak mod. is that possible?
You still need the parent in your editor so it can inherit the child BP
Yes you can
But it's hard
I'm trying to get full control of the weather, I already have the BP on my editor but I need a bunch of dummy references to be able to cook the mod
i was a little surprised to see that they're using static meshes for the gun components instead of single skeletal meshes
good possibilities there for substituting parts
the stocks aren't separated from the receivers sadly

Head over to https://discord.com/channels/912320241713958912/1322530320494628945 to see what they're up to
Those are the real SK wizards
ill check it out
is it possible for the nights to be darker. Like in real life? Maybe I'm exaggerating but the nights are too light.
should be do-able on the sky light or by adjusting post-processing exposure
i think i saw something about the moon in some configs earlier
if it's used, this config value could be reduced to clamp the max moon brightness in the day/night cycle
it's in Stalker2\Content\GameLite\GameData\SingletonConstants.cfg in pakchunk0
now... can i make grenades that spawn anomalies
tomorrow problem i think
have you checked if those values work?
they might actually do nothing since all that is tied to the weather controller. Never tried my self though
Feel free to tell me who needs a modder role and who could be made a potential moderator for the STALKER 2 section 😉
I don't have time to manage the stalker 2 section of the discord atm as I'm way too occupied by GAMMA already, I'm sorry about this 😦 . But I'm willing to support an active and health STALKER 2 modding community within this discord 🙂
I think Ani would be a good canditate as a modderator. Experience in both games
This way you can arrange with the moderator to post stuff in #╟⚒stalker2™-mod-resources etc
otherwise you can send me pre-made posts that I add there
bot commands could also be made 😉
@grave kite as a moderator? Bruh he needs to sleep lol
Hes gonna live on nonstop energy drinks if he does that lol
I don't like moderation responsibilities but I can help manage the #╟⚒stalker2™-mod-resources
I can make mods thats about it take it or leave it
Yes you! @grave kite
(it's just so I can post my extension there)
@rain finch I'd suggest you pick a day and just make some Stalker2 specific roles
This way we can be somewhat isolated from other stuff on the server.
In case you don't want us overstepping I mena
Yes I can do S2 Modder role etc
@fervent stratus @crisp bolt
I just miss Live I think?
Hello
Hey there bud
Please organise a small vote or something to elect a moderator
Looking good 🙂
Who's the most reliable out of everyone ?
Then I will talk to the mod team and to the designated person 😉
Probably Ani
Ani

True
name one moderator who isn't
My god give Ani a chance to be alive (I would also vote Ani)
what is this intervention
Ani you've been a GAMMA, Anomaly and S2 Modder for a while
Up to you if you'll carry the burden of moderating S2 in Gamma
Don't hesitate to tag me if you need a vote post to be pinned 😉
@dull peak you might want to add Modder role to @thick widget as well, he's one of the guys who's unlocked Alife as well, and have up the combat overhaul. @loud peak as well
Fuck I tagged the wrong grok
a week vote would be good
@rain finch
I am orange now
Thanks
Misssion Accomplished! @fervent stratus @void owl
Sorry for going behind you guys back. I just felt like you needed some love
They can loot now supposidly
oooooooooooooo
Fixed an issue where Deer summons could spawn in the player's field of view. ahha
lol
Oh wow. It kinda a lot of changes
It's really up to you
Fixed an issue where weapons grabbed by the Burer ability would disappear. This was annoying
You'd have my vote regardless, if you wanted the role
leave it to the people to decide! 
See, leader material
Slightly improved performance by disabling navigation mesh rebuild properties for multiple objects. This is not a good sign
Okay. So how are we going to do this vote? Can we put a thread with a vote list on it?
No increased AI render on notes
Let's settle for now, we can do it a bit kater
Right now patch notes
But I think a thread would be nice yes
Yeah render wasn't going to happen they can't even get performance now
Roar implementation for controllers. I'll need to have a look at that
Probably enough to bring people back that had issues with quests, but it won't bring anyone back for gameplay.
"Player's flashlight now casts shadows on objects." lol if it reaches an object
Maybe they made the variables public in the cfg
Time to dig in the pak files again
and ani as lead or whatever we voting
@rain finch please bemod @loud peak
@rain finch sorry for the tag but i would like it if maklane would get the role too for modder as i as well as all others here believe he aswell has been a crucial part of the s2 modding scene how infant it may be atm since day 1, noticable in all his mods (and behind the scenes cooperations with me)
And don't forget @median quest
❤️
Please cast a vote with multiple people
So I got role and instantly timed myself out trying to link the patch 
That should be all for now
They meant modder role
No alife yet 
!noalife
This is a happy day for me
I'm about to head home and dig
Same
How big is the patch in gb?
22.5gb
Good luck. I'm stuck working for another 6-7 hours

Sorry, 22.59
Im not sure I wanna update yet lol
Lol
Lolllol
You gotta dive head first in
It's mostly fixes tbh, I hope we get more of a content update, specially for AI and alife later
In 1.1.4
There's gotta be some gold in them hills
Lets hope this one doesn't make performance even worse
It's looking grim

Could you imagine if they just added all variables to public and included them in the cfg templates for us to define.... What a dream
Pls I need a translator
i don't feel so good, mr. SPARK
ooft
gimme a sec
にほんじんしゃですか
"Memory leak related to item manipulation" suggests that when items (e.g., inventory items, interactable objects, or world objects) were being manipulated in the game, memory was being allocated (perhaps for creating new objects, copying data, or tracking states) but not properly cleaned up afterward.
Examples of item manipulation:
Picking up/dropping items.
Adding/removing items from an inventory.
Spawning or destroying in-game objects related to items.
Adjusting item properties (e.g., upgrading, modifying stats).
Thabks
Could just mean physics from droping and kick them around. Because that really caused performance to sink
How it might have been fixed
Cleaning up references in garbage collection (e.g., removing lingering references to objects so Unreal Engine can properly clean them up).
I hope to god I see something to do with contextual subs
(falls to knees, letting out emission)
im still 14min out
17gb to go
oh its downloaded for me but it is patching files
separate from download
actually never had that on a steam game
It's patching the patch





