#╟⚒stalker2™-mods-making-discussion
1 messages · Page 48 of 1
not really idk wanna p2p?
its 7gb
else you can do it yourself
just unpak chunk0
place some files from billy in unpaked
repak
its also one of the things i believe might do something if you do the same for the blueprint? idk
all i know is if you delete cache it will run for longer on startup before crash
why does my pakchunk-0 not want to unpak 
ok got it to work
unpak*
I wanna check out the population activity tab
I'm gonna cook with this see if I can get it to work, Billy might of found a unique way to port in plugins with paking 
granted
having to mess with a 7gb file is not fun.
@thick widget
billy
i get a solid 30sec each startup
It's not a unique way, it's a cheap and dirty way that doesn't work because I think the pak files need to be properly serialized and indexed or something
And that's assuming the test executable doesn't read shit differently
Because it does, the shipping executable has none of these crashes
the repacked pakchunk0 works perfectly on shipping
flic there is nothing there
i also tried to copy to clipboard but didnt copy anything
if you look at the top you have not generated a scenario yet
well empty as a placeholder scenario
but after 60 seconds it should start spawning stuff
Lmao, you're missing A LOT of game
I was thinking the same thing LOL
Reminds me of my attempt at running the 1.0.2 testing exe on 1.1.4
It was pretty damn wild, the game was basically just running on pakchunk 0 and 15
Oh I tried, the game reads it but then ignores it
WAIT WHAT HOW
How?!
i couldnt with that either
well i already got 0
ill try it in shipping
get the exe and that
fingers crossed its the only dif
spoiler it isnt
prob
How the fuck does this work, I tried it before, it loaded, but just didn't work
Because it reads the game version inside the files
it loads yeah but doesnt boot up on shipping, stuck on loading prob due to that error? idk
anyways yeah pak works
if u want to see how I set it up
[2025.02.17-18.00.19:838][545]LogTemp: In function UGlobalVariableManager.OnChanged on line 175: Global variable RSQ07_VoroninQuest changed
[2025.02.17-18.00.19:864][546]LogTemp: In function UGlobalVariableManager.OnChanged on line 175: Global variable RSQ10_BarmenQuest changed
[2025.02.17-18.00.19:865][546]LogTemp: In function UGlobalVariableManager.OnChanged on line 175: Global variable RSQ04_DrabadansQuests changed
[2025.02.17-18.00.19:871][546]LogStreaming: Warning: Missing Dependency, missing script import 0x183A3768E9F6AB05 for package /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human
[2025.02.17-18.00.19:871][546]LogStreaming: Error: CreateExport: /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human (0x73410B81014C2920) /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human (0x73410B81014C2920) - Could not find template object for FlyCorridorDebug
[2025.02.17-18.00.19:871][546]LogProperty: Warning: Serialized Class /Script/Stalker2.NPCWetnessComponent for a property of Class /Script/Engine.SceneComponent. Reference will be nullptred.
Property = WeakObjectProperty /Script/Stalker2.Agent:SpawnInvisibilityWarmupAttachments.SpawnInvisibilityWarmupAttachments
This is where the error starts
some side quest
random side quest
No no
it is though?
[546]
[2025.02.17-18.00.19:864][546]LogTemp: In function UGlobalVariableManager.OnChanged on line 175: Global variable RSQ10_BarmenQuest changed
[2025.02.17-18.00.19:865][546]LogTemp: In function UGlobalVariableManager.OnChanged on line 175: Global variable RSQ04_DrabadansQuests changed
[2025.02.17-18.00.19:871][546]LogStreaming: Warning: Missing Dependency, missing script import 0x183A3768E9F6AB05 for package /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human
[2025.02.17-18.00.19:871][546]LogStreaming: Error: CreateExport: /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human (0x73410B81014C2920) /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human (0x73410B81014C2920) - Could not find template object for FlyCorridorDebug
[2025.02.17-18.00.19:871][546]LogProperty: Warning: Serialized Class /Script/Stalker2.NPCWetnessComponent for a property of Class /Script/Engine.SceneComponent. Reference will be nullptred.
Property = WeakObjectProperty /Script/Stalker2.Agent:SpawnInvisibilityWarmupAttachments.SpawnInvisibilityWarmupAttachments
Item = NPCWetnessComponent /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.Default__BP_AI_Human_C:WetnessComponent
[2025.02.17-18.00.19:871][546]LogProperty: Warning: Serialized Class /Script/Stalker2.S2TargetMeleeSectorComponent for a property of Class /Script/Engine.SceneComponent. Reference will be nullptred.
Property = WeakObjectProperty /Script/Stalker2.Agent:SpawnInvisibilityWarmupAttachments.SpawnInvisibilityWarmupAttachments
Item = S2TargetMeleeSectorComponent /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.Default__BP_AI_Human_C:MeleeSectorComponent
[2025.02.17-18.00.19:871][546]LogProperty: Warning: Serialized Class /Script/Stalker2.MovementComponentExt for a property of Class /Script/Engine.SceneComponent. Reference will be nullptred.
Property = WeakObjectProperty /Script/Stalker2.Agent:SpawnInvisibilityWarmupAttachments.SpawnInvisibilityWarmupAttachments
Item = MovementComponentExt /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.Default__BP_AI_Human_C:MovementComponentExt
[2025.02.17-18.00.19:871][546]LogProperty: Warning: Serialized Class /Script/Stalker2.ObjWaterContactController for a property of Class /Script/Engine.SceneComponent. Reference will be nullptred.
Property = WeakObjectProperty /Script/Stalker2.Agent:SpawnInvisibilityWarmupAttachments.SpawnInvisibilityWarmupAttachments
Item = ObjWaterContactController /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.Default__BP_AI_Human_C:WaterContactController
[2025.02.17-18.00.19:871][546]LogProperty: Warning: Serialized Class /Script/Stalker2.AttackComponent for a property of Class /Script/Engine.SceneComponent. Reference will be nullptred.
Property = WeakObjectProperty /Script/Stalker2.Agent:SpawnInvisibilityWarmupAttachments.SpawnInvisibilityWarmupAttachments
Item = AttackComponent /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.Default__BP_AI_Human_C:AttackComponent
[2025.02.17-18.00.19:872][546]LogProperty: Warning: Serialized Class /Script/Stalker2.PoseSearchLocomotionCharacterMovementComponent for a property of Class /Script/Engine.SceneComponent. Reference will be nullptred.
Property = WeakObjectProperty /Script/Stalker2.Agent:SpawnInvisibilityWarmupAttachments.SpawnInvisibilityWarmupAttachments
Item = PoseSearchLocomotionCharacterMovementComponent /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.Default__BP_AI_Human_C:CharMoveComp
[2025.02.17-18.00.19:872][546]LogWindows: Error: appError called: Fatal error: [File:Unknown] [Line: 1568]
ObjectSerializationError: /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human (0x73410B81014C2920) /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human (0x73410B81014C2920) - BP_AI_Human_C /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.Default__BP_AI_Human_C: Bad export index 59114239/39.
Mine crashes at a different point lmao
[2025.02.17-17.56.25:813][998]LogWwiseMonitor: Error: Source starvation Name: 440711854 GO: 1883667544640
[2025.02.17-17.56.47:125][998]LogStreaming: Warning: Missing Dependency, missing script import 0x183A3768E9F6AB05 for package /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human
[2025.02.17-17.56.47:125][998]LogStreaming: Error: CreateExport: /Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human (0x73410B81014C2920) /Game/GameLite/Blueprints/Characters/NPC/Fi
did you try it with the pak?
same
was there another stealth patch?
no
so we're getting further it seems?
I'm so confused, my map just looks different from yesterday and I didn't change a thing
huh, first time i've come across this
Lmao it's so funny how all three of us get different crashes, but each one is for BP_AI_Human
Flic gets his during some sort of sidequest loading, I get it during unique NPCs being loaded in, and you get it whenever you do
LogTemp: In function UGlobalVariableManager.OnChanged on line 175: Global variable Bolt_Action_Blocked changed
wtf bolt
wait why you dont got the async
LogStreaming: Display: FlushAsyncLoading(-1): 87 QueuedPackages, 1338 AsyncPackages
We all get Async
Regardless, what the hell is causing this?
trying something with the BP from release
You should compare the old debug builds human bp with the current version bet
It’s different
I need a new umap
It shouldn't be.
What I’m wondering is is there’s debug instructions missing
There is FlyCorridorDebug which I have never heard of, and can't find anywhere. FlyCorridor is a GSC plugin, but never heard of a debug thing.
I can't get past the feet land crash yet.
I get a feet land + PDA sound :D
Yeah I get feet land and bam lol
Should we just start ripping pak-0 from the old debug? Mainly the serialization
we should get the script for the import first
missing script import 0x183A3768E9F6AB05
billy: missing script import 0x183A3768E9F6AB05
FLIC: missing script import 0x183A3768E9F6AB05
Ok
all 3 have this very same missing script
its a dependency for that bp i guess? so just like the ee
exe
it hangs cus its missing it
now it could be an unreleased or internal script used for testing and not in this depot at all? idk
idk where else the script might come from
I doubt it would change anything because this is a new executable built for testing this patch
Fuck, actually what if this shit only works on the Epic Games version of the game

no flags
it's in pakchunk 16
yeah i know
but its a utoc
idk the tool for that
and the only difference is the flags
yeah
god Ultrawide is so nice
It was always there since 1.0
think we can trick it with the Modio.ini?
[CommonSettings]
SourcePath=Plugins/Modio/Content/UI/Localization
DestinationPath=Plugins/Modio/Content/UI/Localization
ManifestName=Modio.manifest
ArchiveName=Modio.archive
PortableObjectName=Modio.po
ResourceName=Modio.locres
NativeCulture=en
CulturesToGenerate=en
[GatherTextStep0]
CommandletClass=GatherTextFromSource
SearchDirectoryPaths=Plugins/Modio/Source/ModioUI
FileNameFilters=.cpp
FileNameFilters=.h
FileNameFilters=.c
FileNameFilters=.inl
FileNameFilters=.mm
FileNameFilters=.ini
FileNameFilters=*.csv
ShouldGatherFromEditorOnlyData=false
[GatherTextStep1]
CommandletClass=GatherTextFromAssets
IncludePathFilters=Plugins/Modio/Content/*
ExcludePathFilters=Plugins/Modio/Content/UI/Localization/*
PackageFileNameFilters=.uasset
PackageFileNameFilters=.umap
[GatherTextStep2]
CommandletClass=GenerateGatherManifest
[GatherTextStep3]
CommandletClass=GenerateGatherArchive
[GatherTextStep4]
CommandletClass=InternationalizationExport
bImportLoc=true
[GatherTextStep5]
CommandletClass=GenerateTextLocalizationResource
[GatherTextStep6]
CommandletClass=InternationalizationExport
bExportLoc=true
yeah idk man hard stuck on that BP
I got it to load past that BP but then it failed on a lightbulb BP

[2025.02.17-19.25.49:230][223]LogTemp: Warning: In function FBodyAppearanceModelComponent.PickHead on line 1348: Character has generated head item with SID Light_Neutral_Helmet, but mesh generator has no appropriate appearance for head. Contact Vadym Ternovoy or Vladislav Pilianski
sure whats their email

Maybe the exe is just not able to see the refs?
hahha lets search them up
im eating atm so after that its diving in again
yeah I'm slow picking my crash log apart
I am at GameMode is MainMenu
LogLoad: Game class is 'MainMenuGameMode'
shay
in the old debug build can you go to \Engine\Binaries\Win64 and send me the crashreport client and tbb.dll
Haha same here

Oh btw it just happened
I think that this applies to all BPs
yeah I think so too
is it scripts?
cant we like load in without alife
wasnt there an alife off thingy
nah its prob the static shit
that spawns in hubs
It will still call for those files though
Idk what you'll do with the bugtrap but uh go ahead
It's a worse version
oh boy where to even begin with this tbh
like the error starts with dependency and missing scripts
where are these scripts then?
anyone got a stalker 2 save thats made on a version after pre order?
How about going full nuclear :DDdd
sent the wrong blueprints
same
one of us is bound to get a running build surely
so I took both and made both a mod 
surely it will find the lightbulb

Okay HERE are the blueprints holy shit I keep posting only half of the bluperints
Hmmm
It appears the blueprints are completely the same
It's not about finding the lightbulb, it's about dependencies
omg he found the lightbulb
well we can console in mainmenu so I wonder if we can log assets, I just tried to load all assets and crashed at lightbulb again using UAssetLoadTest hint states we can specify location as well otherwise it loads all assets.
"ObjectName": "DamageInteractableComponent'BP_Light_Base_C:DamageInteractable_GEN_VARIABLE'",
"ObjectPath": "/Game/_STALKER2/GameDesign/InteractiveObjects/LightBulb/BP_Light_Base.3"
ObjectSerializationError: /Game/_STALKER2/GameDesign/InteractiveObjects/LightBulb/BP_Light_Base (0x5CC1D4F513C0C72D) /Game/_STALKER2/GameDesign/InteractiveObjects/LightBulb/BP_Light_Base (0x5CC1D4F513C0C72D) - DamageInteractableComponent /Game/_STALKER2/GameDesign/InteractiveObjects/LightBulb/BP_Light_Base.BP_Light_Base_C:DamageInteractable_GEN_VARIABLE: Bad name index 16975872/233.
the object path doesnt exist
But here's the funny thing, it does
where? i dont find it
in game?
in main menu, but it will load ingame too since you're the furthest
they should go from green to red etc
Didn't get it to hang tbh
I'm just wondering cause we have wayyyy more access with the console with this exe if we can skip looking for those scripts
plugins in pak, changed script to load debug, changed the editor.dlls to the release dlls
It automatically loads debug though

Like the testing executable by itself turns on all debug things
I think I might be loading the game too quickly on my SSD
I mean I have the depot on a 980 evo pro m.2
i rached 150849
on depot
so flic is close i guess
idk
depot gives ai human error
shipping gives lightbulb
billy did u get past ai human in depot?
How did you get into the intro video
idk it just worked
how did you get the green loading bottom right to move
for me its stuck even
wtf is going on over here 

we all have different experiences what the hell
so shay can get in game for a second
my feet land and I crash
oke here is me summarized:
depot: on first startup i get furthest, crash at ai human
shipping: stuck in loading, crash on lightbulb
depot: 150k crash stats
shipping: 240 crash stats
let me try shipping
My feet land and PDA sounds
i get first startup semi smooth 30sec time everything kidna works
after that its gg i cant get in the game crashes at load
First startup means you delete the saved folder in the depot install
so cache
nono first startup after reboot
idk where the cache is but if i restart pc i get 30sec time
on release i cant even get past loading first time
but it hangs on loading screen
so i should proceed with depot
and that is the one flic was using and he got past ai human on depot
since he said right now let me try shipping
ill restart pc and do stats again that way i get into cutscene too
Got past one BP, onto the next BP?
no but I got a weird crash handle 
domino
What is it?
Oh wow it says the exact same thing as before
What if you turn off debug mode?
do it as a joke lol
any steam devs or knowers knows what this means?
I guess it allows to use the game launch parameter thing?
Ask ChatGPT
Might be for a debug thing

it's so weird
I can launch it over and over and I get further each time almost loading in now....
changed nothing
Building cache to run off, one step at a time
yeah im clocking off for today
want to game a little bit grinded my head
devman bad for not making test exe work out of the box
pff
so I told it not to load that asset entirely got a bti further but it still called it 
Yeah that's the funny thing with test executables, you can tell it to not load but it does
@crisp bolt how did u make it skip
messing with the defaultgame.ini
can u send that
this is the one with my edit in it
it goes in root saved folder right?
you can do that or do it like I am and just pak it
OH
I got it to dump a profile
wonder if I can get it to dump more stuff, last test exe it wouldn't
all of that is just a dummy profile I setup to see if it would dump, it made a lot of dumps lol.
make dummy accouny
account
on vk
send the guy that cracked 2023 a message
ask for help
He's not on VK
Well he is
But you can find him on Discord
Also he's done with UE5
Sooo don't expect anything
Yo has anyone made a mod that removes the "this technician cannot install this upgrade"? I know it's for "progression" stuff but I feel like the money barrier is enough for me I don't wanna have to run around the zone just to upgrade one of my items
There's an optional OXA addon that does that
Can I install this addon by itself or would I need the full mod? I would be unsure of conflicts with my current merged modpack amalgam thing I run...
No idea 🙂
Did this work? If you're interested I can take a look at your load order and check if you can use OXA on your game - It uses refurl loading so it's compatible with a large proportion of mods and doesn't require a new game.
I wasn't able to get it to function properly, but I found another mod that allowed me to do what I had hoped for... https://www.nexusmods.com/stalker2heartofchornobyl/mods/679
Technically this is supposed to require ng but if you run a command in the console "XCheckGamedata" it works perfectly on a preestablished game.
does XSetGlobalBool DBG_IsDebug 1 in the console do anything fun
too tired to boot the computer today
life is pain
It does not

Guys, any ideas where to tweak / disable / change tresholds for NPCs reactions to getting hit? I mean those stagger animations that they launch when getting damaged.
For the player's camera stagger there are appropriate entries in effect_prototypes.cfg, which are referenced in NPCWeaponSettingsPrototypes.cfg.
However - for the love of god I cannot find what governs the hit animations for the NPCs themselves. I feel they are overexagerated in this game which makes the combat too easy and diminishes NPCs ability to fight the player back.
There is a stagger angle under MovementParams in GeneralNPCObjPrototypes, dont know if setting it to 0 disables chance for them to get staggered
Thx a lot - will give it a shot and report
I'll attempt to investigate the asset registry to find whether the hex index for the "missing" dependency even exists there.
It's... an idea I guess
Any info on the stalker 2 sdk?
Just UE 5.1 editor with a bunch of plugins, that's all
Let them cook first, lmao
I'm still waiting on their roadmap they promised for the start of the year, which I guess they mean as Q1
More like 2026
Can't figure out how to read the AssetRegistry.bin
I think whatever script it's searching for straight up doesn't exist
thats what i was thinking, searched a bit for yesterday but what i dont understand is why hotfix it out if the exe has dependency thats not in that branch they released
That's the thing, it shouldn't even call for it
But it does
It's like it does it out of thin air
FlyCorridorDebug doesn't exist anywhere (Not even in the executable)
I'm thinking of attempting the complete nuke option and try to disable FlyCorridor
cant you hex it?
It doesn't exist
I can't figure out where it is
I mean like, the executable has a bunch of files and functions in a block listed, then a big block of variables for each, and I can't figure out what belongs to which
01 00 00 00 00 00 00 01 is at the end of each block of variables, but idk...
I don't even know what those variables do
They added a new attack to the controller, the roar. A cool change would be that when reacting to this attack, the skif grabs his head with one hand and holds a weapon in the other. I think it would have a better impact than just swinging the screen. What do you guys think?
I would prefer any alternative to screen swinging, same for the bloodsucker roar
"new" more like "cut"
You guys can't imagine the amount of content that was cut from Stalker 2 and nobody knows why
The 2023 build has more content than what we got today
I would go with features caused unknown issues and were left out to be able to release "on time"
And they're seemingly working on cramming it back in now that it's in a playable release and they're raking in money to finance it
It's weird how (mostly) functional sidequests and encounters were removed
I understand that they removed some sidequests and encounters because they completely remade late game from Yaniv onwards, but still, why so much got cut south???
There are leftovers of Zulu's quest that involved going into SoC X-18. Some X-18 assets are leftover too.
Is old build playable?
Yea
some think its the hack
its indeed insane the amount of cut content
its disproportianate (or how u spell it) compared to other games cutting floors in those timeframe of 2y
1.5y
What hack? The hack that happened three months before GSC accidentally published the build on torrents? The one that leaked the artbook and a smidge of design documents?
no like they got hacked and some recent stuff got deleted in servers
so they reverted to some old version that was based on 2023
playing I miss such "script" touches as e.g. a dog that jumps on you and knocks you down and you have to break its neck like in old CODs. Or a cat jumping on your back....oh my and even more
or that the fire in prague that alledgedly didnt hurt the development
Never heard of that happening, not even Nick or Antishnaps gloated about it
did hurt it
That's the only copium I have left regarding this situation
But even then, 1.5 years to rebuild, they already had everything figured out in the design documents and the early builds also had the quests planned out
that whole political sphere there is wild
but indeed i also wonder what made them cut so freaking much
whole ass locations placed and in development
scripts running
They did re-do mocap and voice acting in 2024
cutscenes, dialogues etc
Speaaaakiiing oooffff scripts
they mustve fucked up with backups + war losses
FlyCorridorDebug can't be turned off because it doesn't exist
like guy x that carried this sprint died on y

and the backup code is on z
unnaccessible idk
idk why they cut so much of pripyat
its like fully there
all the way to the northern perimeter at edge of map
left side of duga also
top of sircaa also
every side of the current map pretty much was far into development for it to be so cut all over the place
its like a puzzle nearing completion and all off a sudden you remove some puzzle pieces and try to make the puzzle with less pieces, what made you take out all those pieces
they where pretty fine afaik
ShoC was also cut off heavily
Not like this. Not like this at all.
SoC was remade multiple times, and it had its "cutting is shipping" moment, but it generally did not have 2/3rd of its total side content cut
the pre release has them running tho
thats crazy part
like they pretty much all function if run through debug
i even had one dynamically happen in slag heap that wasnt trigger with debug and isnt in shipping 1.0
I would deeply appreciate if they are able to "restore" a lot of the cut stuff
Sort of a pseudo live-service game but with cut content
Otherwise the community will restore the content once GSC releases modding tools
True
Do you guys think itd be possible to create a "vibrant" color stalker 2 mod ? think of color effects from drinking vodka in game without the dizziness ofc
It's possible, could tie the effect to say a pda trigger. Or consume trigger which would be the easiest way, then modify the applied effect to only have the post process for vibrance happen and increase its duration to near infinite.
Oooooo I get what you mean !!
Unless you use simple mod tools or ue4ss to keybind the postprocess trigger
Would that be hard for me to do if i have 0.000% xp modding this game ? XD
or if someone wants to make it I can zelle you a tip 😄
Ue4ss and simplemod would require knowledge of packing post process asset and trigger so easiest would be editing a consume and tying the post process effect to it.
ill see what chatgpt can help me out with. if anyone wants to make it for me DM me for pricing negotiations haha
I'm at work but I'll see what I can do later.
Found an insteresting modpack that adds crafting and cooking apparently? Oh and safe zone only saves.
https://docs.google.com/document/d/1Gr2a3d7tzt5AAG6EM6zthTmdNRe_lsKhAFL6Ez8rVvA/edit?tab=t.0#heading=h.1p54npq8ej2k
BASED ON MODS Gameplay Desolation by DeadlyStr1ke (https://www.nexusmods.com/stalker2heartofchornobyl/mods/1179) Maklane's Better Zone - Total Overhaul by Maklane (https://www.nexusmods.com/stalker2heartofchornobyl/mods/241) Ziv's Armor Overhaul by Zivaka (https://www.nexusmods.com/stalker2hearto...
i just got home so lmk if you think its some ezpz for you ! 😄
Is the mod in the google drive?
can anyone tell me what is the difference between:
{refurl=../SEA_DetectorPrototypes.cfg;refkey=[0]}
{refurl=SEA_DetectorPrototypes.cfg;refkey=[0]}
"../" - what does this part affect?
@tidal yew i have no clue, i had little time yesterday so played a bit and hex zeroed a bit and none of the hex works, always same errors :/ truly lost here atm
it means parent folder
that is, for example, in my itemprototypes folder there is, for example, the SamiItemPrototypes folder, then do I need to insert this in the config?
if your cfg file is in samiItemPrototypes and the refurl cfg is in itemprototypes folder then yes
thanks
Tbh the best bet is to just go through the blueprints and simply remove FlyCorridorDebug from there lol
Anyone seen this guy named @crisp bolt he been MIA since our last interaction grrrr
and we was my only ray of hope
He's busy with work stuff
One simple questions about overriding, as not working what I'm doing:
I wan't to overwrite "Bartender_ChemicalPlant_TradePrototype" from ItemGeneratorPrototypes\DynamicItemGenerator.cfg to change what this specific trader is selling
How to do it? Tried some things but no luck
Are you using the latest versions of the cfg files?
Yes, 1.2.1 from Fmodel
There was some fuckery with item generators in 1.2
gotcha
what exactly are you changing?
and are you using refurl?
I tried all ways 😅
I want to rewrite the entire function
Mmm I think I got it
Making a subfolder with the same name, but not adding all elements I want
hahaha I was JUST typing that all out
but yea, /ItemGeneratorPrototypes/DynamicItemGenerator/DynamicItemGenerator_Ekkaia.cfg
refurl the original but {bskipref} ItemGenerator
I achieved to open a lot of zones for the free play attempt, and as you now could start in Chemical Plant as Ward, I want to add a better pool that only food for this barman
How, I'm using "Bartender_ChemicalPlant_TradeItemGenerator : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}" the same than parent file
I must try: "Bartender_ChemicalPlant_TradeItemGenerator : struct.begin {bskipref}" ?
refurl=../DynamicItemGenerator.cfg refkey=Bartender_ChemicalPlant_TradeItemGenerator
Testing now
Ok, gonna test right now, many thanks!
It's "semi-working". It reads the function, but only generates the second [*] block (I tried to add more and always or change order, and the same)
ok try switching out the * for 0, 1, 2
actually hoild up
your first struct has two [0] values
Tried without and its not the problem
../../ItemGeneratorPrototypes.cfg ?
Wait a sec
The same, gonna try without bskipref and later with the same function name
I'd try switching the * for numerical values
Wait a second
I made a typo in the folder name 🤦♂️🤦♂️
Testing with correct name
Working 😂 That was the folder name... game was loading as new file without refurl things loading correctly....
Many thanks @hazy ivy will finish some more things next hours and upload the new version, ty!!
any time 🙂
Not really
I've spent a whole 2 weeks trying to jailbreak the NPC render distance but no dice
I'm now warming up to going to work on weather
Did some tests of volumétrica today
Sorry, hate when you end up spending hours for nothing
Sounds good
Any development on the test exe?
And do we have a leader yet?
I think @tidal yew is still on that
@tidal yew Thanks Billy
What who where what
we havent donde that lmao
I'm still voting @grave kite if not
yeah its ani still
@grave kite want to be moderator yet?
Basically we can boot into main menu but FlyCorridor plugin has a debug variant, FlyCorridorDebug, which isn’t present anywhere, which means that when blueprints call for FlyCorridorDebug, they get an export error
Not all blueprints have it
Well, thats still progress
We could remove it
Rome wasn't demolished in a day
This is out of my area of expertise. I'm a sound designer with some markup, yaml, and python under my belt
By the way, by “not present anywhere” I mean it’s not in the game files AND it’s not mentioned in the executable which has all necessary plugins outlined
Strange
The only mention is in the blueprints, and it only turns on in debug and only in 1.2, not in 1.0.2
Hmmm, you must think there's something good in there if you're cracking the nut
I’m not cracking anything yet
But uh look at the videos that Shay posted, the debug tools have a full A-Life tab, which was empty in 1.0.2
We can play with the game :D
Well, yes 🙂
Other than that, uhhh, showing prople that A-Life does exist?
Hey sorry for the ghost work has me out till Monday and I don't have anything related to stalker on this laptop 
Hahaha it's okay broski, I know you know I was just messing around. It can wait for sure just DM me whenever ❤️ hope work eases up on ya
or if anyone else can make it happen in the meantime i will tip ya $10 paypal/zelle/apple pay 😄
I was wondering if anyone would be able to make a mod that makes the game more vibrant colored - like when you drink vodka but without the dizzy effect
Would be my best friend forever 😄 I googled some tips Flic gave me and realized I am not cut out for this and to stick to digital forensics XD
I mean you can just add a filter with many software
NVIDIA overlay is pretty good if you have nvidia and dont want to deal with reshade
WHY DOESN'T IT TRIGGER IN FUCKING 1.0.2?!
Is it because of the A-Life tab or what?
alife doesnt exist in the way we know it and the way they are developing it aint the way people want it tbh
FlyCorridor is an A-Life thing, I think it's part of offline movement
for instance like i said before i can run it for a solid 30 sec each pc boot, ive managed to check each tab out now
most are identical to 1.0.2
the changes are in alife which uses the same director cfg
contextualactions is empty still
and there are a few map overlays added for debug map tab
of which the biggest is quest alife and dynamic alife
on startup 900 actors are allocated for quest alife
4 are spawned for dynamic
I think they're going in the right direction, but slowly
what do you think the direction is?
Aint no way some software can do this: after some googling it looks like i could create this kind of saturation/vibrance by turning on some random filter and messing with settings o.O
i dont think its something like a stat tab in pda with npc tracking
Wow I only manage to load up until 450 before crashing
i do have nvidia, actually the 5090 1 of 4 in my local MC XD
again i dont think the direction gsc is taking with alife is anywhere near the og alife
atleast not when it comes to persistency
and tracking of individual npc across ofline and storing them
yeah like euhm just use ansel?
haha
wat is ansel ? XD
nvidia gamefilter
reshade basically
that runs from nvidia overlay
can do things like contrast and saturation
oh is ansel=freestyle ?
Use post-processing filters to alter the look and feel of games, from their opening scenes to the closing credits.
oh they call it freestyle now?
in my days it was called ansel
sounds so much cooler
kek what plugin its in the gamefilter
oke weird hha
dont look at me i have no clue hahahaha
ohhhh so freestyle is the editor and ansel is the camera to take pics lolol
ohhh my bad hha
ngl Ansel does sound cooler than Freestyle but this tech is news to me so i gotta play with it, looks promising ty for info ❤️
i always called it ansel
so why do reshade mods exist if we have.... this ?
yeah if you have nvidia overlay just use keybind in game
and other 3rd party programs
because reshade is well known
and has more options
but if you want quick changes ansel is the way
lemme boot up the game and show my 3 ansel presets
yeah i wanna staurate +, vibrance + and save as default
you can switch between 3 options you manually adjust
pretty nice if you want say a dark mood for night
and a vibrant day mood
lemme boot up the game and show my 3 ~~ansel ~~ freestyle presets FTFY xddd
brother if oyu wanted that just buy thesse on amazon
so if i find a perfect filter for my vibrant induced dopamine, does it auto-save or do i have to keybind every time i get in ?
its no biggie just wondering
dont tell anyone but i dont even play this game on night time the moment sun sets i run a command at set it to 8am XD
ty for info cant wait to try it out tonight ❤️
i just use normal NVIDIA overlay filters. These usually do the trick
ah lol
Yeah, I saw it before... Yikes!
wym jittery?
can you test and see if you can make it like my pic earleir
I WANNA TRIP ON ACID
compare our 2 pics. WHERE IS DA COLOR MANG
if you have nvidia just enable the overlay filters
isnt that just colour temp to orange gradient
with saturation slightly up and contrast way up?
uhhhh its a "drink vodka to remove rads and enjoy pretty colors" filter
Noooope
So from earlier comment I assume you:
Increase saturation a bit
Increased contrash a good bit
Put gradient to ... ??? i have no clue what setting you change for this
Shay, quit stabbing my eyes 
damn it aint showing right
its way more colourfull
oh nvm its cus its on my main monitor

anywayyyysss depending on monitor colour settings too
but if your pic looks that colourful on my 2nd monitor
djeeeees
wait lemme see
The zone doesn't understand why you stalkers are messing up the colors 
if you have hdr you can download these
DOUBLE NUT OH LAWD
I had to actually turn off HDR for some reason it doesnt play well with my oled samsung g80sd
i tried taking a normal sdr pic and it came out worng
gibb settings pls
what in the old school 50" diamater film roll is this XD
and same compress for me
ok ok i try tonight
Yeeee lol
looks even better than vodka yoo
this was one hell of a flashbang to open this chat to
Nexus has some reshade mods I don't know which one of them looks more realistic
ive never been a reshade fan 😦
Same
Be careful, if you keep changing the shade too much, otherwise the zone will mess your vision colors up
same
this fucking game
trying to update FittingWeaponsSIDs for the HK416 drum mag
literally nothing works
every other magazine, its fine
but this piece of shit

A small cross post from my mod page, but I put together a tutorial on how one can alter the .cfg generators in the game. It's based on Desolation as example (since many people asked for patches but didn't know how to make them), but the method should work for vanilla game and any mod once the process is easy to understand.
Here's the link to it:
https://www.nexusmods.com/stalker2heartofchornobyl/articles/150
[size=6][b]Desolation CFG Patching: Editing Generators & Creating a Patch[/b][/size]
[b][size=3]Introduction[/size][/b]
[left]So, you’ve finally got fed up with asking some mo
We need a moderator asap so we can pin this stuff
@rain finch just make @grave kite moderator or run a poll here for us please
We had asked before but I think it was forgotten
I think everyone here is good on Ani being a moderator (react with thumbs up of you do?)
All good. Will make a custom stalker 2 modding role
authors feel free to ping me or send me a DM if you need something pinned in your threads located inside: #1309526198833119303
Pin this message, see if it works

Pin again 
try now
we back 
perfect
I know @thick widget and @south kayak have made some guides which should be pinned and posted on #╟⚒stalker2™-mod-resources . I've made that VS Extension for the CFGs which, although a bit ass, does help a lot. @hazy ivy ? Has some notepad++ stuff etc. all these should go somewhere
hi guys, any mod allows to use any attachment on rifles, like red dot holosights etc?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/939
Look at this, otherwise I don't know
thank you, let me take a look at it
curious why when I use the mod to skip the shader compiling at the beginning of launch it will not load a bunch of mods
Lol
LMAO even
Yeah someone that didn't really do any research. Could be written by a bot lol
it is the verge after all
A-Life 2.0 (the more expansive AI system that gives the game its thrillingly unpredictable sense of life) is practically purring
!noalife
The most chatgpt sentence
yeahhhh screw this test exe
its literally skill issue idk im too dumb
bp_light_base object serialization error
yeah feels like that test exe was from a special pakcaged project and just forgot to clean it up after they built and packaged new patch
@grave kite can you write to the #╟⚒stalker2™-mod-resources , and add these guides/tools to the channel?
#╟⚒stalker2™-mods-making-discussion message
https://www.nexusmods.com/stalker2heartofchornobyl/articles/138
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1253
[left]Also just to make sure it's clear. Without [url=https://www.nexusmods.com/stalker2heartofchornobyl/users/2570911]OxideX8[/url] walking us through their current process I probably would have st
freaking suuuuuuckkkksss
@tidal yew you no luck too i guess? i gave up (message last night)
cant find anything and im too dumb for this i reckon
I'm too busy with KCD 2 and studies to try to edit the blueprints
Yeah it was
i do like 1 idea a day hha
Though tbh, if they built the project, it wouldn't have the test executable, would it?
I feel like they may have placed it in there on purpose to troll us
Think about it
It's not like 1.0.2 where it actually functions
1.2 is missing debug plugins that would have been built in the project
And PalCoreAPI was a red herring
And I feel like it was a troll because I begged the community managers for it
im about to make a fake discord account to translate a text to ukranian and send it to molit
And I know the community managers do talk to the team because Mol1t apparently got an archive of the clean patches from the art team so that we could add them to the wiki
please papa molit ask devs for right test exe
arent they in a discord with devs?
and their jira ofc
the leak said they hacked into the discord server through an account and one of the dev interviews literally had a dev during interview communicate on their board
and say he was busy with group chat in the jira or something
i know haha
Log in to Jira, Confluence, and all other Atlassian Cloud products here. Not an Atlassian user? Sign up for free.
The 2023 march leak?
yeah
Damn, I thought they just hacked the Miro board
Like somehow forced the login
Through the Kyiv servers
nah they hacked a discord account in the server
and it was months they had access
slowly took info
untill they got spotted
or they came forward
Well, I'm not surprised considering Tapik got phished by crypto scammers lmao
They came forward
tapik?
Ancient STOC lore
i tried doing that day one, but A. didnt have access b. they removed moderator role while i was sleeping
Short lived moderation
60 seconds of fame
Literally USSR bureaucracy
They're probably fixing up some stuff I guess
tbh its not like there are a lot of active s2 modders here
havent most modders exhausted possibilities we have atm?
like what more can you squeeze out configs and such
Yeah pretty much
configuration files accessed through aes key dumping for the first 2 months or so after release
They removed the encryption in 1.1
ah yes 30 days after release
right after indeed
ahh am just salty for their corporate attitude and the state of modern gaming i guess
but still it aint exactly accurate what they said
Frankly I’m just impressed by how much people have been able to get done without any SDK
0 communication with their modders btw
They do not give a shit people are out here fixing/improving/giving life to their game
We thought about making a community letter to GSC because we are kind of disappointed with how much deep water they're in and their refusal to engage with their community
Except for their YouTube/Instagram reels of course
Gotta do that SEO engagement to sell their game instead
now imagine if we had sdk day 1
I had a glint of hope when i fucking discovered a massive change on their 1.2 patch that they didn't document
you go to steam and under software and tools it says "Stalker 2 Toolkit"
And I thought maybe these guys would at least ask me something about it
3 months stay strong
3 more months
an open letter after 6 months
I'll be here waiting
Either way it’s still probably going to be easier in the end than what people had to do with the original X-Ray
community will find the letter to be justified i mean if they go 6 months
without proper info
the roadmap will prob have some stupid stuff on it
shit like "Winter 2025 - SDK" More info tba
Of the roadmap is ass we should do it then
haha ive already accepted that man
ive been handling alife for 3 months
i have 4 builds on my pc, 3 of which have debug, ive seen progress from june 2023 to februari 2025
ive seen what is added, changed, cut
aint no way alife 2.0 will be anywhere close to og's
the recipe is too cooked, you need to start over. no matter how much spices and shit you throw in to save the bitterness its still done for
It would have surpassed the OGs if ONLY IT WAS OPTIMIZED PROPERLY
Now they had to cut out everything
wym tho like i havent seen any proof that current alife is anywhere close to og
on paper sure a lot can be written
but like in game content and stuff like actual developed elements
That's why I used "would have" and not "it is"
haaaaaa
And why I said "they had to cut out everything:
"cries"
I feel like they just need the render distance to be much higher than 95m and I would be fine with the current implementation
brother they aint cutting shi tbh
imo they neglected it from day 1
I've also given up on alife
their whole design from day 1 neglected it
no it wouldnt
I just accept it for what it is, which isn't terrible but yeahmmm
what will you do against a shoty bro 300m away agro and god aim?
Ah well that's a whole different can of worms lol
ive said it to everyone, even if you have alife 2.0 right now now
the ai is too dumb
the whole ai needs rework
Like okay, trading, hunting, arty hunting, fighting, whatever
But there are also settings in 1.0.2 that specify how aggressive each faction's lair (camp) should be, so they actually must have done a faction war mechanic and then cut it
the movie
they still have it
the nodes are fighting
thats wtf i dont understand
That's not A-Life, that's combat AI
the lair system is running
I haven't been able to verify that though
it is check 1.05
it uses virtual entities combined with battlechance to spread
it then rolls a certain action and distance
and when you come near one active it turns them into rendered actors
like the lair system freaking is doing stuff and spreading
its just not rendering and visualising to the player and idk wtf tge director does here
what i dont understand is how this system safeguards hubs and factions
Yeah, yeah, but what I mean is that I haven't been able to verify it from a gameplay standpoint since it's so hard to differentiate between the cut-down a-life and game director
if what you see is lair or combat ai you mean?
You do get some varied results from it, I’ve had Army Warehouses be almost entirely Duty controlled and Malachite full of the Corps before
its like its not saving it
try it out
go somewhere load up and play
Yeah it is weird still
go there save and exit
I mean you go somewhere, you find enemies, and it's hard to know if it's alife or the director
Not combat ai
yes exactly for instance, some locations have fast respawns that is due to lair respawn
but others are just director
now i think the lair nodes send data to the director
and the director must take control of all spawns
but its all screwed
I think director has ultimate say in what gets spawned regardless of the lair info
And the director just goes with random shit
could be because the director can sometimes "trip"
ive had dozens of users report chill moments
Not really random
and then like a backlog of spawns
But sometimes an area is totally fucking packed with one faction and that’s like “okay so they clearly are being influenced by the lair values in this case”
Well, it is randomized, but it's not totally random
Literally never ever had that happen
i did
Thought to be fair, I haven't played on 1.2 because I'm just not interested anymore
im talking pre 1.2
Duty and some bandits
i am just running msq atm on 1.2
im sick of this fake shit
its unimmersive
it ruins every chill atmospheric moments
and the fact this ai can only fight
I’ve actually seen groups doing artifact hunting before which surprised me
they dont bro hha
Because I hadn’t seen it for like 70 ingame hours
Man I saw a corps squad at an electro field with their detectors out, now I know they’re not actually grabbing artifacts but they do stop to do that sort of thing
It was in the “Malachite is all Corps for some reason” run through
heres how they are going to fix (bookmarkshay) it: add in nodes around the map that allows the npc to do an animation based on the node, the player will see the npc do an animation like crouch near anomaly field. what actually happens is just an animation being played no actuall logic into finding an artefact
Isn’t that what they already do though, I mean that’s what it looks like they’re doing
they will alter animal animations to go to a body and do an animation of eating while the mutant has no real intention to eat out of hunger
call me doomer idc
I actually had an idea like this once
which isnt bad per se
but as soon as you engage with the npc
the curtain falls
kill the npc that did the artefact? but no artefact
Like each time a group of stalkers leaves safe zone, they go to a node and when they reach it they roll some AI director event plus whatever job they went out to do
To simulate life and daily routine
I feel like an easy way to make this feel better would have a squad member have a chance to get a random mid/low tier artifact in their inventory based on the node they stopped at
They also need to make AI better at fighting mutants, so far I keep seeing groups get wiped by fucking fleshes
A pack of four boars remains the most lethal enemy in all of stalker

