#╟⚒stalker2™-mods-making-discussion

1 messages · Page 49 of 1

fervent stratus
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here is the thing

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its all there

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there is a thing called:
contextual action

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there is an alife spawn called:
human_contextualaction_friendly

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there is a debug map filled with nodes called:
contextual_map

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there is a debug tab in 1.2 test version called:
contextualactions.
its empty

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all this means director can spawn a scenario calles contextaction friend

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the target can be a node

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the node can trigger something dor ai

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onArtefactNode

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onAnomalyNode

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and they can do it and get a new target

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onArtefactNode -> generateArtefact

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onArtefactGeneration -> target::Hub

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its all there and you can see it for yourself

void owl
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Guys why are we playing S2 when we could be playing Neopets?

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Neopets said its comeback gathered steam in 2024. The gaming brand’s daily active users (DAU) reached a new recent peak of nearly 250,000 and monthly active users (MAU) surpassed 400,000. That reflects three-fold growth since the company rebooted itself in 2023 and became a new independent game studio. The numbers are the highest in the […]

hushed elk
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Does AESDumper not grab the AES key anymore?

fervent stratus
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dont need it anymore

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you on 1.2.1?

hushed elk
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I was asking for a friend, they are not. Got the AES key though. Thanks!

strong coyote
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Wow, no new mods on nexus since 3 days. Community are getting stagnant?

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In the meantime, Anomaly has got around 13 new mods on moddb

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The lack of SDK will kill the S2 modding sooner than I expected

void owl
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it will come in waves, with big patches and modding tools

strong coyote
void owl
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yeah true, but i think the big mods are just overtaking everything... not much else to do tbh

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i mostly meant the games popularity

strong coyote
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I also think that people has squezeed everything what was currently possible to mod

void owl
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if they managed to add a freeplay/new game+. I think that would be more important than modding tools for the games longevity

strong coyote
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And more things need to be made with modding tools

void owl
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@sharp meteor is probably doing one of the most important mods tbh, with MHM Desolation and ALIFE mods

strong coyote
void owl
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yeah like dynamic quests, faction wars, etc

strong coyote
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Cannot imagine playing S2 after endgame since the amount of sidequests is very low

strong coyote
void owl
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mhm is soo chef kiss, makes the progression is nice and slow, with every expedition outside of safe zones meaning something

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We need to add more questing NPCs, with more quest types/generators

strong coyote
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Playing currently on Desolation and it really make a difference but still game lacks something

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I think more side activites to make your gameplay mean something

void owl
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defo... giving more meaning to make expeditions outside of safe zones

strong coyote
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Exactly

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In Anomaly I liked to do some missions on the way to the "main" quests

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Or basicly move into a location, do some quests for the guys there and then travel to the next location etc.

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Right now in S2, for example if you go to the Cement Factory everthing you can do here is one sidequest and explore the locations for loot (but how long you can loot medkits and sausages until you get bored?)

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S2 have the system of dynamic quests but they are very limited. Like kill a bunch of guys that are staying in the middle of nowhere 200 meters from quest giver

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Get 800 coupons for this job, wait 72h and repeat...

void owl
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yupp :/

sharp meteor
# void owl <@392591681532461068> is probably doing one of the most important mods tbh, with...

Ty! With last version, understanding well how to change and set-up game things just starting is a great step.
For example, now I'm setting up the Spark base in Rostok Depot just like in-game.
But for the moment you can: role-playing with a-life, make blue secondary and repeatable quests.

I want to investigate the repeatable task-givers. My first approach is to add more NPC with the same for factions without, like in COC - at least more to do with "monolith" for example.

But I'm not deep into "create new missions" (Desolation do it!). My first idea is, with the presets, make like an initial "goal-role". Not a chain quest but something simple like a note or NPC talk spawning in Cordon with "ey, your brother is a Corpus in Pripyat, go there and save it" and let the player do the whole thing to up there (main with one or two intermediante steps).

But too far, I'm taking a rest anyway 😅

median quest
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Ive been doing some work with sidequests lately, specifically making the artifact fetch quest being able to take several variants instead of just 1, and its ALOT of work, it is possible to add new ones but its gonna be way to much effort in its current state without sdk

fervent stratus
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i got big plans

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mucho grande

strong coyote
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wona meke mods

fervent stratus
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atleast thats what i thought when i released my mod in nov

strong coyote
fervent stratus
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i had like a text saying "this mod a train on a journey with a destination, we wont be going forever and we will reach an end soon"

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little did i know that soon aint soon at all

strong coyote
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xD

tidal yew
# strong coyote

Get A-Life... Get it? Cuz... Cuz Stalker has no A-Life... snorts

sharp meteor
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Anyone knows how to locate or get rid with the "invisible insta kill snipers"? I detected one in Duga zone and in southern Cordon

fervent stratus
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its 100% in logic levels

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or quest stages

fervent stratus
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jup thats what i was thinking about

crisp bolt
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there's a bunch of them

fervent stratus
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yeah each one haha

sharp meteor
lean oar
dense swift
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How so?

wild zealot
sharp meteor
# crisp bolt

Can't find the one in the southern military control, looks more like a box trigger instakill. There is a lair, I disabled it and still keeping shooted.
The ones in questnodes seems to be normal NPC (in towers and so) but these are like instakill zones.
Nothing important for now, but some parts of Duga or here in south cordon could be a starting point (for militaries, in fact, it's only when you approach the "big" zone door)

olive sleet
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i'm really enjoying my time so far but trying to think about ways to help make those expeditions more meaningful without changing up the experience too much

void owl
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More dynamic quests

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like having 3-4 active side/job quests at a time before every expedition would be nice

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things to do on the way

olive sleet
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outside of provided quests, what about more internally driven motives? While I do enjoy the exploration pacing at the moment, i've found the only real incentive i've had to go out and visit old places again was for artifact hunting, what would you need to be pushed to venture out to satisfy something none quest related?

void owl
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The early game in lesser zone and garbage feels like this

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but then it quickly falls off when you have no side quests but stashes and artefacts

olive sleet
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Not necessarily for me at this point. I'm there to seek narrative and story, so those empty places are just as fun for the story they tell. What purpose the building served, how it's used now, I find joy in it still. But was mostly curious about what systems could go and get you out into the world seeking something without a direct quest as the 'inciting incident' so to speak

fervent stratus
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ayo ace

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where is the uproject file of shipping

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old build it was just there between all the other stuff but cant find it

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in other words

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@void owl

void owl
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the what now? the .uproject?

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should be at the very root

fervent stratus
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it aint here KekSkew

void owl
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where you looking?

fervent stratus
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root folder

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and everywhere

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waw

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spelling error

spice radish
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is there a mod that allows you to continue the game after you finished it?

fervent stratus
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already getting headache from this ue editor of release

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now its freezing ugh

fervent stratus
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there is a freeplay mod on nexus atm tho but not a continuation after story

agile dagger
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hey so im using maklanes zone overhaul mod and i love it so far with shays living zone, but my one gripe is that i feel like npcs arent doing enough damage. like ive tried deadlier npcs but thats like too much of a change on veteran difficulty im like dying to exos in two hits, so does anyone have any idea on like a mod or what i can do to like just make the npcs hit a lil harder?

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sorry im new here if this isnt where im supposed to chat this

fervent stratus
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you play veteran?

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are you something of a masochist?

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no offence kekw

agile dagger
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yeah i play veteran

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personally i love the economy on veteran its great

fervent stratus
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yes yes but do you want to experience pain?

agile dagger
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yeah

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like i want the npcs when they shoot me to actually feel like i got shot in game and not a wet noodle hitting me

fervent stratus
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you could perhaps take some modules from this mod

agile dagger
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like i get the bulat armor and i can facetank 6 rounds from an m1A

fervent stratus
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i thought u meant maklane better gunfight

agile dagger
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no i have his total overhaul

fervent stratus
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since zone overhaul is an overhaul oopss

agile dagger
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yeah i use his total overhaul (big fan of his mutant philospphy and medkit stiff and also teh less loot bloat)

fervent stratus
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maybe the modules from that work, else you can try ballistic mods and load them after maklane? idk the extend of the changes that would cause

agile dagger
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also i love your a life work, i personally am using teh add on 34 with 2x days and the more human patrols while full mutant unlocks

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thats super fun

fervent stratus
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problem with an overhaul like that is lots of interconnected systems so changing 1 module of the mod like weapon damage might unbalance other stuff

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you could try directly asking maklane here

agile dagger
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its hilarious to get in huge battles with like 7 monolithinas just for a chimera to just kill them all

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i have asked (hasnt gotten back to me yet)

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i saw though that modular hard mode only works on a new save

fervent stratus
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ah yeah thats true

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its quite big haha

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think 3000 files changed what a madman

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said 1 week ago.they would take a break kekw

agile dagger
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mhm and i tried like mods like better ballistics and merged them and then like also fubar i tried but like he has his own version of maklanes better gunfights and their are so many conflicts with other mods like ur a life fixes and let wool gathers npc combat overhaul

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it was like around 880 conflicts in one manual merge

fervent stratus
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yeah thats the problem

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its mostly 1 overhaul ie mhm, desolation or maklane

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and then wools mods and mine

agile dagger
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like i read it and was like this souhnds so cool exactly what i want but he made some decisoons that went beyond just ballistics

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and i was like i dont like that

fervent stratus
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what mod?

agile dagger
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fubar

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one sec

fervent stratus
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ah yeah could be

agile dagger
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like his ballistic changes are super cool but he made so many other changes that arent ballistics and its all one pak file so its just liuke

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annoying to merge 1000+ conflicts

fervent stratus
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cant you unpak maklanes mod and change the damage modifier you receive?

agile dagger
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i mean i can but idk how 💀

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and like i wanna look at like tghe better ballistics values and the npc increased damage values and like do an inbetween

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but idk how to do that

fervent stratus
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ah thats where the fun begins

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experimenting

agile dagger
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mkay im listening

fervent stratus
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oh yeah not much i can help with, in simple details: get an unpak tool from nexus, unpak the file, get notepad++ or something that can do mass search in files, look for keywords like damage or range or something

agile dagger
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mkay got it

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where can i get said unpak too;

fervent stratus
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i know for a fact if theres a difficultyprototypes config file it will have multipliers for veteran

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stull like damage received or something

agile dagger
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mhm

fervent stratus
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beware it will be for everything

median quest
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NPC_Weapon_BaseDamage = 1.28

fervent stratus
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for individual stuff thats going to require looking thriugh all

median quest
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this one you want to change

agile dagger
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ok

fervent stratus
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or corevar?

median quest
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ye diff

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I use 1.28 and im a masochist too lol

agile dagger
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okay because also theirs the individual dmage multiplers for each npc gun

median quest
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but I dont use MHMs normal weapon base dmg

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I use player ones KekSkew

fervent stratus
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that line that lv said changes it across the board

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all gun damage

agile dagger
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ok then

median quest
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id suggest you push it to like 1.8 or something

agile dagger
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okay got it

fervent stratus
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it ups the base on which gun dmg multipliers apply

median quest
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if you using default mhm

fervent stratus
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no

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he uses maklane

agile dagger
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i use maklanes not mhm

median quest
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oh

agile dagger
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ya

fervent stratus
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hahahah

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not.that masochistic

agile dagger
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and like i really dont wanna start a new save

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no i would

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if i could

fervent stratus
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yeah we get you

median quest
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ye no need to start a new one

fervent stratus
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@grave kite look this one doesnt wanna start a new save

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all good ❤️

agile dagger
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lmao

median quest
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are you using any ballistic mod?

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like fubar

agile dagger
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so that difficulty cfg

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ok so im using now i think better ballistics merged with maklanes overhaul (i use bb damage and range dropoff values and maklanes dispersion for his better gunfights)

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fubar seems cool but it also conficts with so many mods i love like npc combat overhaul, and shays living zone

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and his mod goes beyond just "Ballistics"

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which i dont like

median quest
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Ye so theres two ways, easiest is just change NPC_Weapon_BaseDamage in DifficultyPrototypes. Or you can alter BaseDamage in NPCWeaponSettingsPrototypes, which I do believe better ballistics have. But is a bit more work

agile dagger
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yeah better ballistics did do that and i love their npc weapon prototypes changes for ddamage, but i want just a lil bit more oomf\

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so prob have to edit the npc weapon base damage

median quest
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ye then first is probably your go to

agile dagger
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pump it up and expirment

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ok now how the hell do i find that shit 💀

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and edit it

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im new to all this modding stuff i thought it was revolutionary when i created my own file and edited something in the notes app

median quest
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You have AESdumpster?

agile dagger
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for like elden ring

median quest
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or any unpaker?

agile dagger
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no

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i dont

fervent stratus
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just get an unpaker from nexus

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get notepad

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unpak

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open cfg

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with notepad

agile dagger
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mkay

fervent stratus
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search in notepad for that line

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change the number

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save

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repak

agile dagger
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alright imma do that ill look

fervent stratus
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upload it on nexus

median quest
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ye, and Hard is veteran in that file

agile dagger
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yeah i just wanted the npcs tohit me harder because i feel like i got like the psv bulat armor and 5 ak rrounds to the chest should still fucking hurt

fervent stratus
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call it cheezecakes ballistics

median quest
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dont ask why its named hard

fervent stratus
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done your first mod

agile dagger
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awesome

agile dagger
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mkay ill let yall knbow if i need anything else

fervent stratus
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yeah no prob, you got the invoice for the payment right?

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service aint fee its 2025

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/.s

agile dagger
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liek my main reason why i felt this because i wanted the vector to be a 45 acp buzzsaw and the the .308 rounds in the m700 actuall feel like im shooting a mfker with .308

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mainly i just wanted stealth and sniping to be a viable strategy

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and the a life changes by shay were the first step and now this is what i want left

agile dagger
fervent stratus
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i dont really feel that

median quest
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Egg fine here too, but meat holy hell

fervent stratus
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nah dont feel that either

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whats a kg ground beef?

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where u live lv

median quest
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Damn germans raising our electric prices

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Its like 9$ per kg

fervent stratus
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that aint expensive wth

agile dagger
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uh so where do i find these pak files

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they are all called

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win gdk

median quest
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There is a update chunk on nexus for 1.2

agile dagger
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like this is what i see

fervent stratus
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no unpak the mod

agile dagger
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am i in the right area

median quest
agile dagger
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OHHHH

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my bad

fervent stratus
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the maklane or fubar or whatever it is

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the one that loads last

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start with most z first

agile dagger
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my merged one i think

fervent stratus
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7 if you got a connect at the butcher

agile dagger
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so this folder

median quest
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It was like 6$ normal store 1 year ago

fervent stratus
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merged one yeah

agile dagger
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ok

fervent stratus
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bread tho

agile dagger
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now how do i open said mod

fervent stratus
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bread went up

agile dagger
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sorry if this is all annoying

fervent stratus
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habibiiii unpak it

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with an unpaked

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unpaker

median quest
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Bread ok here KekSkew

agile dagger
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lets say i have a friend that doesnt know how to do that how would i ahem explain to them how to unpak it

fervent stratus
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get that

agile dagger
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yeah i downloaded it

fervent stratus
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drag the pak on that

agile dagger
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Oh okay

fervent stratus
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the batch file i guess it is

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and a folder appears

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go in there look foor difficulty

agile dagger
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my bad 💀

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bit slow my fault

fervent stratus
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search the line in notepad and change value save and repak

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happens

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im in queue anyway

median quest
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It gets easier i was like that in the beginning too

fervent stratus
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dw slz was made with windows notepad

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not even notepad++

median quest
fervent stratus
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weve all been there

agile dagger
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found it

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said aroujnd 1.8?

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i should change it to

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ill start there

median quest
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Probably high

agile dagger
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like u saying thats too high or higher

fervent stratus
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do 3

agile dagger
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DAMN

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3

fervent stratus
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yeah bro the wind can kill you now, you know if they miss? the wind it causes is deadly

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better not get suppresed

median quest
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Depends on how much dmg you take normally and want it to make, its a multiplier

agile dagger
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ill prob do

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1.8 and see where that goes

fervent stratus
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take current value

agile dagger
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and then once i do that value what i do

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save it and repak

fervent stratus
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divide by 10

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thats 10%

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now if you want it to be 30% more health dmg

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add 3x10% value on top

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save

agile dagger
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it currently is at 1

fervent stratus
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drag pak on tool

agile dagger
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the multipler

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i mean

median quest
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Change the one under hard

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Not the template

agile dagger
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so not this one

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the one under hard

spare lagoon
median quest
# agile dagger

Ye thats the template, but since it refs it in hard it overwrites with that instead

agile dagger
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ok then i see so if i want 30% roughly imma do 1.8

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because default hard value is 1.45

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and 30 percent more is 1.885

median quest
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Ye so 14.5 is 10% then

agile dagger
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imma start from 1.8 and see from there

median quest
agile dagger
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now how does one repak this file

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idk how to repak do i just drag the file onto the repak application

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like im stuck here

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ope figured it out

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thank you all for your help @median quest @fervent stratus

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imma try out the game now

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ok why my game taking nine years to load now

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what i do

fervent stratus
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still taking long?

agile dagger
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yeah

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did i corrupt my save 😦

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it just stuck on the yellow loading

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still nothing

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ok loaded it without the edited mod and its fine

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so idk whats going on

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so i deleted the edited overhaul mod and now its loading in

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but if i put it back in it breaks

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nvm just a problem with the save

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ty for all the help its working now

fervent stratus
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ah good to hear, yeah sorry man deep immerseed in squad with mates

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hows the damage

median quest
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Thats pretty odd, I dont think just changing diffprototypes would cause save issues, I do it alot

agile dagger
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tryna merge some stuff then ill see

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Tryna remeege the overhaul with better ballistics like how i had it befoew

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With base qeapon changes with
Maklanes and the modifier i added it seems good so far

agile dagger
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damage is perfect now

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ty for all your help guys @median quest @fervent stratus

tidal yew
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damned yellow paint

agile dagger
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Played the game with a 1.8 multiplierr and yes this is exacyly what i wanted. Bullets hurt now, even with high protection but shit like shotguns hurt only in closer range, but if i see a shotgun guy they are a high priority target as if they get close well night night. Gunplay feels hard and rewarding now, i actually find myself switching ammo types now and going into battle situations thinking about positioning and how to attack them. Vector feels like a busszaw to low armored targets, pistols feel great but not like 1 tap headshot machines to everythinhg. Only complaint is that mutants might be a lil less scary now, but that mightve been just because im using full upgraded guns and 45 acp hollow points. Melted a psuedogiant in one mag. Overall feels fantastic now and rewarding. Makes me actually pick and choose my battles. Also npcs are brutal to eachother as well, they hit hard and elite units (due to maklanes better gunfights dispersion getting less lenient when u play against elite units) actually FEEL like elite units. Gunplay feels fast, rewarding, and brutal. Skif actually plays like hes ex millitary, and the npcs seek cover and supressive fire quite a bit. Game feels fantastic now this is exactly what i wanted. Thank you @fervent stratus and @median quest for all the help

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When i finish this playthrough def gonna try out mhm

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Also i made snipers a lil more deadly toning down their dispersion a tiny bit. (They feel like halo jackals in a way)

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So prioritizing units based on guns and armor is a must now,

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Snipers first, shotguns second, smg units, ar users

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Also with the added no threat indicator mod i have i really gotta listen for shots and where they come from as well as look for tracers

shell quartz
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is it possible to make items multiple use?

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if not, can you make it give you another item after use?

fervent stratus
median quest
south kayak
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Hey guys, might be a weird question, but has anyone found what texture these types of boxes use?
I've looked through FModel and the boxes there have a very weird material applied stated. Like rust or moss. shrudge
Want to give them a remake to be a bit less bright and overall fit into the scenery more seamlessly.

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I mean there are the right boxes but... y u do dis Evhen cry

thick widget
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Probably using the Wood Physical Material

shell quartz
tidal rapids
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So i figured out to make a standalone skins for custom weapons. Its incredibly janky though and crashes half the time or cant pull the texture and therefore be a skeletal mesh.

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I can say though it does work as intended, but not all the time due to ctds

thick widget
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Probably when the game does an ensure check

agile dagger
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hey for different paks how do I see the og values that gsc put in their game. Like for difficulty prototypes i wanna adjust the upgrade cost on veteran, how woulkd I know what the og multiplier was.

shell quartz
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You can see the og values in the original cfgs of the game

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I'm pretty sure they are all in pakchunk0

agile dagger
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ok thank you

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cant find difficulty prototypes in pakchunk0

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im on gamepass version

shell quartz
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Try to check in other pakchunks, if its not there idk

shell quartz
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is it possible to make items give you another item after use?

tidal rapids
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LowLevelFatalError [File:D:\STALKER2\s2editor\Engine\Source\Runtime\Core\Private\Containers\Array.cpp] [Line: 8] Trying to resize TArray to an invalid size of 2248146944

fervent stratus
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its neither

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that error means the byte size of the array exceeds the allocated byte size

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and it tries to allocate enough resources but fails to do so by limits

sharp meteor
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Anybody made a Lair? I saw lairs are in spawnactors, seems to be started along volumes also in spawnactors.

For next free play mod version all undergrounds are opened, but most of them empty, as are loaded in story (even in story are some kind empty).

I thought to place scary mutants manually, but maybe Lair its a better option.

Also add some "documents" with high selling value, for being logical, at least for the moment (more like Anomaly quests way).

daring fable
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nice

nimble kindle
shell quartz
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what does weight mean in itemgeneratorprototypes?

south kayak
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Hey guys, so I just released the tool I developed for troubleshooting Desolation in the last few days. So I present you.

MOD VALIDATOR

Features

  • Structure/Delimiter Validation - MV can scan all of your mod's .cfg files for errors such as unclosed/unopened "struct.begin/end", "{}", "[]" with the ability to add extra delimiters in the ini.
  • Header/SID Validation - MV can scan through your .cfg and check if all your struct headers are equal to the SID stored inside of them.
  • Generator Validation - MV scans through your ItemGeneratorPrototypes directory and can do several things, such as check if the right item Type is nested in the right Category for it to spawn (with the ability to map them in the .ini file), check if a Generator is used as an ItemPrototypeSID or vice versa.
  • Localization Validation - MV is able to scan your mod's localization .json files (any amount) and check if all your item/effects and other entries have the text for them. If some of them inherit the vanilla game localization MV will also take it into account.
  • Orphan Elements Tracking - MV will scan all of your new content and find out if some of it is not used anywhere, like a missing Generator you forgot to link to somewhere or an item you forgot to add to it.
  • Flexible Configuration - MV lets you disable and enable it's specific features via the .ini file as well as add extra things to account for or ignore when checking for errors, tailored to your project.
  • Easy-to-Read and Descriptive Report - Once MV finishes all the work, it will generate a "report.txt" next to it, which will contain all the error reports split into categories and files, going as deep as to tell you which line and column is having trouble in some cases.
#
  • Pre-Configured Validators - MV comes with pre-configured .ini that should be enough for most of the mods to have a total checkup. So just set up the Directories and run the app, if you don't want to configure it more in-depth.

Known Issues:

  • Mod Validator can sometimes generate false-positive errors for some things, for example an Effect without a localization string that is not meant to be seen by the player. However, for such cases there are properties in the .ini that can be set up for it to ignore such things.

Download Link: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1285

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

This tool will help you find code block inconsistencies, trailing symbols, mismatched and unused SIDs, verify Generators and track missing localization strings.

minor cedar
#

Very nice, will have to test this later on BB tyvm

tidal rapids
#

then i had to package it back up with iostorepackage

agile dagger
#

@minor cedar wanted to ask a question if you could answer, with ur mod what is the advantage and disadvantages of using the gambit usp vs the regular usp. Like they each have the sam,e recoil and 45 acp vs 9mm is a hotly debated thing so like i wanna know what are the trade offs

tiny hatch
#

Hello everyone! Tell me, is it possible at the moment to somehow remove the price from the description of items in the inventory pop-up window? Leave the price only in the trade window so that the player can find out the price only from the merchant. Thank you in advance for your help!

thick widget
tiny hatch
hazy ivy
#

likely possible via BP modding

tiny hatch
hazy ivy
tiny hatch
hazy ivy
#

there's a few textures but the majority is dynamically generated using Unreal UMG

#

it's not just a few layered pngs

#

If you were to edit a texture or widget to simply obscure the price, the generated text layer would be at a higher level and appear on top of it

tiny hatch
hazy ivy
#

There's no config file for the UI, it's all blueprints and C++

#

You'd need to use UE4SS to insert a modactor that can scan the UI widgets, identify the aspects that are responsible for displaying cost, then edit them so as to hide the value

#

I wish I could be more help, but I'm pretty new to it myself. I've spent several days working on a system that can reliably determine inventory contents so I can use it to trigger blueprint effects. I've got it functional enough for my NVGs but it's still not 100% finished

minor cedar
#

though the last one will likely have to be removed anyways, due to compability issues

cedar skiff
#

Hi everyone! Got a quick question - was someone able to locate in which pakchunk, video for opening/intro is located? I'm asking because polish translation is aparrently only one with missaligned subtitles for opening cutscene (they show up too soon relative to audio in both english and ukrainian voiceover) 😒 I'm making mod which contains translation improvements for polish translation, and I wanted to fix this damn opening if it's even possible 😛

shell quartz
cedar skiff
#

I mean... by looking at how even extracting language files is hard sometimes I thought the subtitles are somewhere in pakchunks. And it was just simple as that 😅

south kayak
nocturne narwhal
#

what do you guys think about nights in stalker 2?I think they are to bright,and my settings are perfecctly set gamma is 40..

nocturne narwhal
tidal rapids
minor cedar
void owl
shadow sun
#

can someone help me

#

def not a new comer

celest duneBOT
#

_ _
@void owl, remove your Newcomer role to:

  • gain access to the restricted part of the server;
  • ask for help/support with custom modlists (enabled/disabled mods in MO2);
  • download additional mods for GAMMA;
  • talk in the #╓☢stalker-chat (you'll need to be Rookie in order to post in this channel first)

▶️ Go to #⏩start-confirm to remove the role, but ONLY after you have successfully installed AND launched at least once the mod pack.

void owl
#

lol

lean oar
#

What a glorious bug lol

blissful kayak
#

does anyone know how to add items to stash loot pools? trying to add repair items to the stash pools and idk where to find where stash loot pools

agile dagger
#

Hey so im wondering, can anyone explain to me like the differences between each of the 3 “main” ballistics modification mods (FUBAR, Maklanes, and Better Ballistics) because like im split on which one of the three to use. I really want a like semi realistic balanced gunplay system where the guns feel mean in my hands but they also hit in the npcs hands too. Like i love maklanes mods and his overhaul, but his balistics mod imo makes the game to easy (mutants die in like 2 AP shots from an m700) and the npcs while buffed arent buffed enough imo, and with better ballistics the damage values are nice, but it conflicts with maklanes gunfights with the damage fall off of npcs and the mutant problem of them being too easy is even more apparent, like a chimera is dying in one mag dump of a HP vector. And fubar seems really cool but theres so many additives to his mod that arent “ballistics” related that conflict with so many other mods i like to use like NPC combat overhaul and Shays Living zone. Ive merged maklanes overhaul and better ballistics and then upped the np. Damage modifier to 1.8 but the mutants are still like super easy now. Idk what to do. Thinking of starting fresh and just using portions of maklanes mods like his better weights, gun fights, and less loot, and then adding better ballistics on top to not mess with the economy.

#

Anybody have some advice

tidal rapids
#

i hope we get the sdk asap, gsc said theyre preparing to roll it out, but honestly it might be up to a year for this

void owl
#

But it's very hardcore mode

#

I think Desolation also has ballistic changes ?

granite niche
#

Would it be possible for someone to make a mod that keeps the main dialogue in English but changes the background chatter and enemy callouts in Ukrainian like the original games? I’ve never made a mod in my life just interested in hearing if it’s possible.

tidal rapids
#

It could be? However youre gonna have to do alot of kajiggering with wwise if im not mistaken

mellow prawn
void owl
#

Ah gotcha.

agile dagger
#

hey im having a problem where i cant get drunk in game and bleeding doesnt affect me. It might be because I had a mod previously installled that removed that or something but idk why this is happening. Like i tried to play without mods and got rid of everything and it still was having the issue. Here is my mod list.

void owl
#

Try running without Maklane Overhaul

#

restart the game a couple of times, make a new save and try to load to it

agile dagger
#

ok but the merged mod has some of the paks from the overhaul ( i merged the overhaul with the better ballistics mod)

#

idk if it has anything that affects consumables in it though

#

so should it be fine if i just copy the maklanes mod that i have there, delete it from thge mods folder and if it fixes put it back in

#

and how should i Load the game and reset it

#

like step by step

void owl
#

you might need to then remerge without the mods, or delete the merge. Maklane's the only mod there which i feel might touch the Effects prototypes

agile dagger
#

just laod the save, save it reload and close

void owl
#

also have you updated the mods for version 1.2.1 of the game?

agile dagger
#

1.2?

void owl
void owl
agile dagger
#

this was also an issue persisting before the major update to

#

yeah i have

#

updated everything that needed to

void owl
#

sounds good just making sure. Very strange bug. Worse case, start a new game and see if you can get the drunk effects there

#

so you at least know its an issue with your current playthrough

agile dagger
#

removed the maklanes overhaul, still cant get drunk and also bleeding is straight up not draining any health.

agile dagger
#

started a new save, can get drunk seems like an issue with my save. how would i fix that

#

anybody knwo how to fix that issue

#

oxa apparently screws with effect prototypes

thick widget
# agile dagger anybody knwo how to fix that issue

These are the steps, but you'd have to use a new game or save without mods to avoid crashing if using mutant loot or anything that brings in assets.

  1. Move your' mods folder out or remove it
  2. Go here: %localappdata%\Stalker2\Saved\GameSettings ( %localappdata%\Stalker2\Saved\Config\WinGDK (GamePass version) )
  3. Edit AppliedSettings.cfg
  4. Change these two:
  5. TriggerBrokenGameDataEnsures = true
  6. IgnoreBrokenGameDataDefaultPrototypes = false
  7. Start Game
  8. Load Save
  9. Run Vanilla for 5 mins to give the game some time to check/clear
  10. Exit
  11. Switch AppliedSettings.cfg back:
  12. TriggerBrokenGameDataEnsures = false
  13. IgnoreBrokenGameDataDefaultPrototypes = true
  14. Put mods folder back
  15. Enjoy the game with no pak cache
blissful kayak
#

still trying to add the repair items from repair kit bundle to the stash loot pools ive been looking at Project Itemization as a reference to help figure out what to do and i have a item generator config now but repacking it into repair kit bundle doesn't seem to do anything is there something im missing?

agile dagger
lilac stump
#

Are we anywhere near having a Gamma 2? LipBite

agile dagger
thick widget
agile dagger
#

Ohhhhh okay so ur saying do those steps in a new game got it

fierce storm
#

@eager parcel should we talk about flashlight being useless here? KekSkew I fuckin hate it in S2 and it's actually good in Gamma

dry beacon
#

you guys know what the most realistic ballistics mod is?

agile dagger
#

prob fubar but that mod changes alot of shit beyond "Ballistics" best ur gonna get thats still modular is better ballistics

#

i dont see appliedSettings

#

@thick widget \

#

nvm found it

#

was in some weird folder name

#

should i move it back to the og folder in saved wingdk

#

its in this folder for some reason

thick widget
#

The game would have been the one to put it there for whatever reason

agile dagger
#

mkay

#

didnt fix the issue

#

should i like save and reload

thick widget
#

Well I hung around long enough in a scripited poi in lesser that some ispf actually took it over. So that's interesting

agile dagger
#

mkay imma try it again then add in the mods folder only with the unmerged mods and hang even longer around the new save. Gonna complete the tutorial then imma add the mods and run it and see if it fixes it.

thick widget
#

But If I remember correctly you were having problems even mods moved out which can be a cache problem

agile dagger
#

yeah ive seen all merge conflicts and nothing has affected bleeding or drunkeness

#

yeah

#

its been an issue even before the major 1.2 update and even after i removed every mod

#

works fine in a new save, bleeding and drunkeness, just doesnt work in my current save

#

im in pripyat now so if its an issue that persists well its not so bad game is almost over anyways

#

and imma start a whole new playthrough on mhm

#

okay for some reason my 10 vodkas i drank in my other save carried over to my new save?!?!? IM NOW LIKE DRUNK FORSO LONG

#

WHAT IS HAPPENING

agile dagger
#

yteah no cant seem to fix it

#

super weird

#

its whatevs

thick widget
#

Sucky, but sometimes corrupt saves happen

#

Was worth a shot at least

glossy blaze
#

we need a emmission overhaul

#

i get that the one is stalker 2 is close to the originals but even the OG stalkers were a little more chaotic, these emissions just feel like a hinderance, or annoying and not something menacing and heavy.

agile dagger
#

I think i miss the birds burning up the most

#

And the fact everything got like eerily quiet vedore and emission

eager parcel
#

Oh wait I actually realize now I'm in the STALKER 2 channel. I'm dumb.

strong coyote
dusty fjord
#

Can you tell if you know which mod? Grenade search on MCM currently only results in Teamson & Oleh's Bullet and Grenade Impact Sounds, and I doubt its a sound mod.

hazy ivy
dusty fjord
vivid cedar
#

Not sure if this is the right place to ask, or if I could be directed where to ask. Am using Shay’s ALife mod, but I can’t tell if it’s working or not?

crisp igloo
#

Next week SDK for KCD2.
Come on GSC pls pls pls do something! sadge

vivid cedar
fervent stratus
#

u here? if so ill quickly fix it if not will be for tomorrow

vivid cedar
mellow prawn
#

Is there a guide on how to edit the chance of weapons or armor appearing in stashes ?

fervent stratus
fervent stratus
vivid cedar
vivid cedar
#

@fervent stratus Ready when you are

fervent stratus
#

what version of mod

#

not the A but v1 or 2

#

version b?

#

V2?

vivid cedar
fervent stratus
#

and you believe you have no spawns or vanilla alife?

#

where you at in story

vivid cedar
fervent stratus
#

detention center?

vivid cedar
#

I think so? It’s occupied by Ward

fervent stratus
#

ah yeah i know where you are, well lmk after that quest

#

or you want it fixed before?

#

before or after dont really matter as that quest is closed off from alife

vivid cedar
fervent stratus
#

got uetools?

vivid cedar
#

I do not

vivid cedar
fervent stratus
#

oke grab it from nexus

#

it will also help with the buggyness of the game and if you get softlocked

#

you can also test out without

#

but we are going to check for spawns and sometimes you might miss them without uetools

#

(i am doing a more in depth support, if you rather want straight forward and simple fixes i can do that too)

vivid cedar
fervent stratus
#

once downloaded, open console and do :
UETools_BindToggle G "UETools_FindActors Pawn" "UETools_FindActors Pawn False"

#

copy paste that in

vivid cedar
#

Sure thing, will let you know

fervent stratus
#

also there is uetools_god i think it was

#

to be invincible for testing

vivid cedar
#

Copy and pasting that, not sure if it's doing anything though when I hit enter

fervent stratus
#

press g

#

and look at your feet

vivid cedar
#

Ah ok now it's working

fervent stratus
#

does it say characterblablabla

#

well now where you at on the map?

vivid cedar
fervent stratus
#

go red circle x

#

look around the bubble for spawn is blue

#

click g every few seconds after being there for 1-2min

#

lmk how many spawns you see in 5-10min of doing that

#

it should be noticable and that means its working

#

you can also do god mode and just let the game run and eventually bodies will be around you due to all the spawns that have fought in the time you where afk

#

depending on duration of afk ofc

vivid cedar
#

Things are spawning for sure

#

Have had like 3-4 spawns

fervent stratus
#

then you got no worries, it works 🙂

#

if it didnt there would be nothing spawning or vanilla

#

and vanilla is so broken you wouldve uninstalled my mod before you reached out haha

vivid cedar
#

Sweet, what's the difference between yours and vanilla?

#

From like a super high level standpoint?

fervent stratus
#

out with the blatant fake spawns

#

in with the more believable

#

theyre all fake ofc but the obvious fakes are out

#

and replaced with more non obvious ones

vivid cedar
#

Fair enough. In terms of spawning, if I were to sit here for 5 minutes in the same place, what would be different?

fervent stratus
#

you wouldnt die kekw

#

since vanilla spawns literal death squads

#

every so often with the only intention to kill you

vivid cedar
#

Ah ok, fair enough lmao

fervent stratus
#

oh and the fact vanilla is set up to let whatever spawns literally touch you

#

like those spawns you saw now?

#

i reckon they moved in the distance right?

vivid cedar
#

Yeah somewhat

fervent stratus
#

vanilla they would all walk past you

#

like next to you

#

be like "hey look player, WE EXIST!!"

vivid cedar
#

Ah ok gotcha

#

Apreciate the support man

fervent stratus
#

thats one of the reasons players might think mod is not working

#

they are spawning

#

its just 40m to your left

#

and you will never notice unless you uetool or turn around at that moment

#

in comes the more organic feeling

vivid cedar
#

Side question completely unrelated to this: I know they said that in the most recent patch they made bullet spread a little bit better, but I swear these enemies are still fucking snipers

#

Getting absolutely domed in every encounter haha

fervent stratus
#

get a balancing mod

vivid cedar
#

Anything you recommend?

fervent stratus
#

no that would mean i would pick sides with a mod author since i know multiple that adjust those values

vivid cedar
#

Ah ok

fervent stratus
#

so my best advice is ask another mod author or idk nexus idk hha soryy

#

wont favor one mod author over anothers

vivid cedar
#

No you're good, being impartial is a good stance

fervent stratus
#

its personal taste anyway

#

some use mhm that one has its own

thick widget
#

There's a bunch of options for weapon balance. Depends how you want to play

fervent stratus
#

desolation doesnt

#

maklane is a big one

#

is more like vanilla

#

or fubar?

#

but then you have npc mods

#

like wools and pikle the new one or perhaps an old one like novichok idk

vivid cedar
#

Awesome, appreciate all the suggestions

thick widget
#

Oh yeah you might want at least the x-ray pak so they can't see through the map..

vivid cedar
#

Thanks for all the help Shay, hopefully next time they patch the game they give you modders more leeway with the 100m radius

fervent stratus
#

hahah np man but dont worry render is dead

#

wont see that one for months if anything

thick widget
#

I'm hoping they'll at leat get it 150

#

Performance is still so jank I don't think they'll be able to for awhile like you say

fervent stratus
#

its not even performance i think its their whole system

#

i legit dont think they made it with longer than 100m in mind

thick widget
#

I also think part of there issue is relational data tracking of "alife"

fervent stratus
#

like i 100% think the reason snipers are so few and late game and only like pripyat side is they literally made it with 100m in mind from day 1 concept

#

like aint no way you make this and then cap it with 100m

#

that and for sure xbox

thick widget
#

That experimental version of FaW from last night where I turned their other spawn system back forced me to turn Max agents up to 3000 for steady spawns. I tried 5k and started stuttering. The funny part is there isn't a giant burst of population or anything. So I think it's increasing the data log size....

tidal rapids
#

Iirc cop had like 3 snipers, svd svu and vintorez

#

So atleast they added uh, 2 more and just gave vintorez AR stats

fervent stratus
#

remember?

#

we where with jake in vc or werent u there?

#

he has like nasa pc we tested with while he streamed

#

it was memory related not log

#

unless the log gets stored in memory

#

omg

thick widget
#

Nothing seems to spawn out of control, quite the opposite

fervent stratus
#

would you think they would be that dense to make logging stored in memory at runtime?

#

aint no way

thick widget
#

Memory funny enough didn't go up. I think they using file storage.... Which is worse

thick widget
#

Yeah so at 5k everytime npcs came into render it would stutter slightly and io had a small jump...

#

That's what I think it's using file storage

fervent stratus
#

but where is it

thick widget
#

I was going to try turning alifelog to false tonight see if it changes game play behavior at all. If not it might just be debugging

fervent stratus
#

after a sesh it must be somewhere

#

or its not

thick widget
#

Nah temporary

#

Or it's in the encoded saves

fervent stratus
#

must be save

#

since reloading loads same stuff

thick widget
#

True

fervent stratus
#

if it was temp the next day the npc in bubble wouldnt be there

#

which we did have early days no?

#

like they werent persistent across saves

thick widget
#

Yeah that's with simulation range

fervent stratus
#

do you have defaultdespawnnpc on false?

#

ive actually never turned it false again after 1.1

thick widget
#

I did actually

fervent stratus
#

so faw is running on false?

thick widget
#

Pretty sure it's that way in the current experiement

fervent stratus
#

im running on true across all versions

thick widget
#

Yeah I don't know how much it actually effects things

#

You hit a trigger area and the despawn.cfg kills stuff too

fervent stratus
#

would memory leak be due to logging across saves?

#

if i load in pos x and save with 2 npc around and run off to pos y and save with 5 npc around

thick widget
#

It shouldn't be each save should be it's own thing

fervent stratus
#

the save slot

#

needs to keep all individual log

thick widget
#

Yes it would need to keep a state log for each save

fervent stratus
#

of each individual save, since offline doesnt extend full map i reckon

#

thats why individual save slots are capped at 20?

thick widget
#

Most likely yes

fervent stratus
#

they really shot themself in the foot with having all that as an aftertought or something

#

curious to see what next weeks update does with alife

thick widget
#

Probably another small function like corpse loot

fervent stratus
#

yeah thats their safest bet gradually adding 1 contextual action per update

#

and rest of fixes in update for bugs and performance

#

but if they do that they will never satisfy community

#

since the community will say that all they do is increase variation for spawner

#

and it still being a spawner

#

they really gotta go all out on a massive alife update worthy of game journalist articles

#

and like video

thick widget
#

Haha yeah I mean it is just a spawner no changing that right now.

#

Thing needs a complete rewrite

fervent stratus
#

like pcgamer going : Stalker 2 finally has received that a-life 2.0 that the players wanted and it's amazing! (video included)

#

and the video being like ievgen talking with the lead ai about the struggles to get there

#

but 1 small alife step at a time would be too slow and far in between

thick widget
#

Unless they're hiding a test version of alife 2.0 they would need 1.5 yr of dev just for that feature alone going forward

fervent stratus
#

seeing we are 3 months and 2 weeks in

fervent stratus
thick widget
#

Yeah, the more I did between the builds and play with things. The more I see they had trouble picking a solution

fervent stratus
#

i dont think the casual official stalker 2 server user knows just how deep gsc is and it will be a long while to get trilogy/anomaly levels of features

thick widget
#

The lair / alife cfgs are a dumbed down hybrid of an older spawner system they started.

fervent stratus
# thick widget Yeah, the more I did between the builds and play with things. The more I see the...

yeah like you got:
ievgen and maria, who are most likely very passionate seeing its their family thing basically
the old guard like iassenev: who are just old timers that get introduced to this new engine called ue5 thats brand new and they need to get it working asap
juniors: who have no idea on ue5 since its new and gaining in house ukrainian developers in that time is hard, outsourcing ue5 during wartime across 2 countries too
the higher ups, maxym krippa, phil spencer, epic: they fund but they want a product, phil wants xbox and pc be uniform in features as xbox most of the time does, epic wants ue5 flagship game, krippa wants profit and minimum viable product and also hires like 400 devs

#

so its a mix of passion and revival of the old alife systems and what fans like from anomaly but a race against the clock for higher up to gaing a solid profit without too much spending and time

#

it doesnt help they opened for pre-orders very soon so they forced their hand

#

cant get money and keep delaying

thick widget
#

Yeah they definitely made their own mess on top of outside circumstances

fervent stratus
#

i honestly think its due to 2018 video

#

they started a studio with handfull people, ievgen and maria passionate with a goal

#

but no money

thick widget
#

That set expectations

fervent stratus
#

instead of going kickstarter route

#

they went to corporate

#

and get hit with targets

#

and expectations

thick widget
#

They could have pulled a Star Citizen haha

fervent stratus
#

if they kickstarted it and delayed due to current situation

#

we would be sooo happy ngl

#

like to know the small 50 man team working on my kickstarted stalker 2 is safe in prague and posting updates on kickstarter

#

little heartwarming stuff like a picture of some devs working in an office on ai and ievgen being socially awkward

thick widget
#

Could have been the next Hello Games come back story

fervent stratus
#

yeah, i just dont see it happening now anymore sadly

#

and that is partly due to ue5 yes

#

its just hard to work with

thick widget
#

Won't be possible with the corpo overlords they have currently

fervent stratus
#

its capable of great things but in great hands

thick widget
#

Yeah they don't have the expertise

fervent stratus
#

ngl finding senior ue5 programmers atm is hard i reckon

#

like ue5 is still "new"

thick widget
#

Would have been better to do a remaster first of one of the original games in UE if they wanted to learn it

fervent stratus
#

small in house design concept\

#

1 map of early games in ue5

#

with alife

#

and expand

thick widget
#

Yup

fervent stratus
#

and once you hit a cap just scale back

thick widget
#

That would have been a safer bet

fervent stratus
#

see where you are capping

#

fix and proceed

#

also corporate still so much man

#

if they werent bound by xbox and epic

#

they couldve delayed indefinetly

#

literally no oneeee would mind

#

anyone opposing the delay would be insane

thick widget
#

I mean the utlities might complain 😄

#

Pay your energy bill!!!

modest nymph
#
  1. In Stalker 2 there is a mission where you have to help a stalker, you need to bring the corpse of his friend from the gravitational anomaly. In this corpse lies some loot and an artifact, I want to change the loot in the corpse, but I haven't found in which file these parameters are. Does anyone know which file to look for?
  2. Another question. On the Noon base, there is a merchant who gives a battery artifact for three antirad. I need to replace the reward he gives. In which file can I do this? If anyone knows, please help, because I'm having problems with this.
tidal rapids
#

questnode ids

#

most likely

modest nymph
# tidal rapids questnode ids

I figured out the second question, it was in the dialogues)) I also replaced the artifact in Roosevelt's hiding place, but it's not certain because I haven't checked it yet, because there is no suitable save, I need to start a new game. But I still haven't found the answer to the first question, it's that quest with Yurko Fantomas and the corpse of his friend Bubble. I searched for a long time, but to no avail...

wild zealot
mellow prawn
#

Is it possible to swap a player's armor mesh and skin with that of an NPC's armor mesh and skin ?

mellow prawn
#

Nah, I wanna swap into one of the NPC's PSZV 12 armor lol

grave kite
mellow prawn
tidal rapids
#

When the sdk drops im creating my own expansion

#

Undercover s.t.a.l.k.e.r: dr dalin puts on the worst 5 o clock shadow, trades his suit for some dirty ass rags and roughs it out in zalyssia (cordon scares him)

hazy ivy
#

GET OUT OF HERE STALKER

#

you have wandered into the wrong part of the discord stalker

#

oh no, I just assumed that because you mentioned gamma that this is a gamma addon?

#

lol we dont mind

#

we like visitors

#

well now I look mental

dusty fjord
#

I have not followed progress here this early from launch

hazy ivy
#

its a mixed bag really, there's some very good work coming out

#

and a lot of potential

#

but the base game still needs work

#

and a lot of people are reluctant to get started without an SDK

#

although there's a lot of stuff happening which was 'not until we have an SDK' material a month ago

dusty fjord
#

I have read that yes, and theres a lot of jank content on youtube clips about glitching bodies akin to Bethesda releases and crashing and AI not functioning at all oftentimes.

dusty fjord
#

They said many times they wanted to support modding from the get-go

hazy ivy
#

it is, but i don't see it happening for 6 months +

dusty fjord
#

Oh for sure, they probably focus on the majority which just want a working base game. It will also help modders to have a less janky base platform.

#

Not safe to have 218 plugins running on top of freshly released game with many bugs 😄

hazy ivy
#

I think it also takes a bit of work to get it into a user-friendly format

#

like I just got into blueprint modding, and there's so many little workarounds and weird quirks

#

if its an in-house tool, you can just tell the 4 people using it "dont use that feature, its broken, use this instead"

#

but if you release that as an SDK, that's 100 bug reports

#

and given <1% of people will be actually using the SDK, its gonna be at the bottom of the list

tidal rapids
#

at this point, i feel we've done all we can going by without the sdk, we've been able to do some nigh impossible things but some of that is rather unstable.

#

that being said, molit said they are preparing for the launch of the sdk, so it could be as soon as next update, or as late as next year.

#

but if you want to mod, no better time than now, its fun experimenting with things and getting to know how the game runs

#

waiting for shay to prod molit again until molit prods the devs again and the devs get the sdk out

thick widget
#

I just need to finish the FaW experiments and then it's on to mutant combat overhaul... Which is going to take awhile.

#

But yeah pretty much reaching the limits without sdk not going to argue that.

devout pond
#

Hey, is there anyone who could extract audio files for me? Specifically, I'm looking for guitar tracks played around the campfire from the game files, in WAV or MP3 format. I'm not a modder and have no idea how to do this myself but really need those files. If it's a lot of work, I'm even willing to pay for your time. Thanks in advance!

celest crow
#

question, I merged all conflicting files and created a merge mod.pak that im running as highest priority. However since Im using vortex I will go into my actual game folder and compare it to the appdata from where vortex mods are stored. In my appdata it shows 1 copy of each mod and if any previous versions that you updated they will be there too. However when I go into my normals mods folder it will show the original folder with the .pak file but it will also have a folder with the same name exepct its the files that are extracted fom the .pak. Im curious why a bunch of extracted copies are left there and should I delete them? are they causing conflicts? If anybody can answer or give me a clue 🙂 thanks

rotund badge
#

So I'm trying to make a RefURL Ammo Count and Stack Size Mod. Just to make sure, this is how it's done, right?

`A918D : struct.begin {refurl=AmmoPrototypes.cfg;refkey=A918D}
AmmoPackCount = 255
MaxStackCount = 38527
struct.end

A918A : struct.begin {refurl=AmmoPrototypes.cfg;refkey=A918A}
AmmoPackCount = 255
MaxStackCount = 38527
struct.end`

hazy ivy
#

Then rename the file to ModName_AmmoPrototypes.cfg

rotund badge
#

So, the ../ is needed prior to AmmoPrototypes?

hazy ivy
#

and place it into GameData/ItemPrototypes/AmmoProtypes

#

yea it tells it to go up one directory level

rotund badge
#

Meanwhile if I package things following the game's folder structure it works without that

hazy ivy
#

Also generally good practice to rename the ammo to ModName_A918D

#

Avoids weird behaviour due to duplicate structures

rotund badge
#

In the event other mods touch it

hazy ivy
#

the struct still inherits the SID from the refurl so it still modifies the original item

hazy ivy
rotund badge
#

I'll be sure to fix that before releasing them then.

hazy ivy
#

yea don't forget to place them in a folder that has the name of the .cfg you're refurling

rotund badge
#

So that just forces it to load after the base game files that it's referencing?

#

Like the ABloodsucker vs ZBloodsucker RefURL Issue that someone mentioned ages ago

fervent stratus
#

AYO QUESTION TIME

#

i see lots of mentions and upvotes on reddit about : how alife is in the game code but not yet active/properly connected.
do we agree on that statement from what we have seen?

#

tbh it is spread by us i think due to early days findings .like we found alife stuff in those terms but once we delved deeper, especially now after few months, we realise this is nowhere near what we thought it was. in a negative way

rotund badge
#

Well, I got the Ammo Mod and a Buffed Effects(Artifacts, Armour, and Weapons) working under RefURL

#

Mainly did it to never have to worry about game updates again

gentle hinge
#

Personally need to figure out how to do RefURL myself.

languid hollow
#

As far as priority goes, do mods at the bottom alphabetically get priority? Or is it the othwr way around?

minor cedar
minor cedar
thick widget
#

Also good to look at mods already using refurl. There are some cfgs that won't work like corevariables/aiglobals. You might also run into issues if you try to refurl override a struct that is already being referenced by other cfgs. For example if I try to override something in ObjPrototypes.cfg the other cfgs like GeneralNPCObjPrototypes.cfg won't even know about those overrides and will just reference the original.

shell quartz
#

does anybody know what could be the cause for values not showing up properly?

languid hollow
spare lagoon
shell quartz
#

also how do i package the localization file?

thick widget
hazy ivy
#

Loading OXA before Better Ballistics will give a drastically different outcome to loading OXA after Better Ballistics

#

If you load BB after OXA, you will get Better Ballistics weapon properties, and OXA will be broken

#

If you load OXA after BB, you will get BB's weapon properties, plus OXA's attachment functionality, conveniently merged into some frankenstein amalgam

hazy ivy
#

Load order is a convenient and intuitive way of understanding the manner in which mods are loaded into the game. It is a system that has been used for years, and many understand it.

Whilst 'load order' may not literally be the order in which assets are loaded, it is reflective of the prioritisation system in a way that is easily understood by people who have prior modding experience.

#

It remains vital that people install mods with the correct 'load order' to ensure proper functioning of their mods. This is based on assisting literally hundreds of users, and unless I am secretly a wizard who has been manifesting cosmic energy to fix people's issues, 'load order' is far from irrelevant

shell quartz
thick widget
#

Ani, Oxide or Linxz might know.

median quest
shell quartz
rotund badge
#

Does anyone know what the comfort upgrade is?

#

"ComfortUp15Effect" for instance

tidal yew
#

is it currently possible to add new models to the game without dev kit? wanna hook my mans yevhen up with a switchblade

void owl
#

Not possible yet

tidal yew
#

damn

#

ima try just sticking a png on the current one lol. can parts of the textures be made to be transparent, or is that also too much for now?

#

myb, been poking around the cfgs but know nothing of the ucas's etc

void owl
#

You might want to start with a mesh replacement

#

Can't help there tho

tidal yew
#

currently trying at a mod that makes everyone smoke fucking continuously when idle, tryna see how compatible i can get it to be with other npc behavior//alife mods lol

#

in the backlog:
pressing f5 (or if possible, whenever attempting to qSave) knocks you on your ass
every loading screen replaced with shader compilation one
a newgame+ kinda save editor or something that lets you retain your settlement stash, blueprints, items, and/or whatever else between playthrus

#

oh oh oh

#

pet blind dogs who follow (aggro but nicely) you. every sec they have a near zero% chance to bite tho

shell quartz
hazy ivy
hazy ivy
#

and since materials are effectively the link between meshes and textures, we're kinda screwed

shell quartz
hazy ivy
#

oh wait nvm

#

is it just the values that are screwed up?

shell quartz
#

Yes only the values

hazy ivy
#

So if you want a numeric value, you need to set up the effects like this

#

If you just want words, use this

#

BUT if you use EffectLevel, the name of the EffectPrototypeSID needs to end with a single number

#

1 for weak, 2 for medium, etc

#

like this

shell quartz
#

Thank you

hazy ivy
#

no problem

#

it's a weird setup

hazy ivy
#

I wanna say Quantico

#

It's not monospace so it's not ideal for code/configs

#

but I like how it looks

pliant ermine
#

hey, im curious. How much has changed from shortly past launch? I saw when people were able to implement a flashlight for the first time.
I suppose there was not really much help from the devs in terms of modding tools yet? Any other big steps made and is it worth going for another playthrough yet?

tidal rapids
#

I wanna say we done all that we can without the sdk. And we're gonna have to wait on it.

#

The help we get from the devs is news that there will be an sdk coming out

dapper vortex
#

Кину сюда, больше некуда. Merge pack localization for Modular Hard Mod & Desolation (RU-EN), может кому надо.

fervent stratus
#

@void owl @tidal yew ace, do you got the uproject loaded right?

#

like you are adjusting weather based on blueprints from the uproject or something? iirc that was it right?

tidal yew
#

tl;dr need to try to remove all mentions of flycorridordebug within blueprints as an attempt to get the debug tools to work

fervent stratus
#

this it billy?

#

just looked up aces screenshots real quick, i know this is weather related

tidal yew
#

I have no clue where it is

#

And I have no clue if it will even work

#

Most likely not

fervent stratus
#

yeah he def has access

void owl
#

Ayeee @fervent stratus

#

I'm still wondering what is it you want to achieve

fervent stratus
#

not me, @tidal yew

#

perhaps dm or here with eachother about it

#

he posted above

#

"tl;dr need to try to remove all mentions of flycorridordebug within blueprints as an attempt to get the debug tools to work"

void owl
#

Best case is unpacking with ZenTools, editing them with UassetGui or whatever it's called, then repacking

modest nymph
#

Does anyone know in which files the following can be deleted:

  1. Weapons in stashes (not the journalist's stashes)
  2. Weapons and armor that are just lying in the open air. And ammo, first aid kits and foods (not in boxes)
    Is this impossible without SDK?
shell quartz
shell quartz
#

found new guns in the 1.3 localization files, seems we might be getting new guns in the future patches

shell quartz
sharp meteor
#

Maybe is spawneable 🤔

thick widget
#

These were in old build files so maybe

#

Or they just oops a merge/copy & paste haha

shell quartz
hazy ivy
#

Those have been there for a while

#

Wouldn't look into it too much, they could be restored in the future, could be scrapped from old builds

thick widget
#

So an old merge/copy and paste oops

#

For when they actually had them for testing

orchid vale
#

Hi Guys, I'm trying to learn modding and what I read is to extract out the AES key first.
I tried using AESDumpster but its not returning any keys.
Can anyone share me the key?

void owl
orchid vale
void owl
#

You might be missing the usmap file

orchid vale
#

I'll look into it later, thanks for the guidance.

daring mauve
#

Are there any good mod collections out for stalker 2 or is it all just loose mods atm ?

void owl
fervent stratus
fervent stratus
#

if you read this, go like the comment please to raise more awareness (like they dont already know lol)

tidal yew
#

How to convert the .wem convolver files to .wav?

modest nymph
minor cedar
#

not too surprising considering the game's current state.

median quest
thick flax
#

how do I go about making this double press F instead of single press? kekl

void owl
#

Welcome to the world of debouncing a click. Its not straight forward.

you can add a sleep (dont know if LUA and UE4SS support sleep/wait) and then check for the next click

thick flax
void owl
#

You can also make some loops that wait for the next click:

if click:
  while tick < 10000
    if click
      do thing
    else 
      tick = tick + 1
#

thats very psudo code and simple, you might need to work around stuff

#

are you making a taunt mod? lol

thick flax
#

it's an existing mod I've been using, I like it

#

Bear 3 EFT one

void owl
#

not gonna be so simple as i wrote, but you can start there

ember notch
#

OMG, the 1.3 patch broke my mods! They changed many weapon file names—why? To avoid copyright issues?

#

Now I have to spend hours packing them in the engine again.

ember notch
ember notch
#

3 more to fixkekcry

minor cedar
limber rose
#

Hello guys, I need some advice about edit localization to add a language.
On MHM (https://www.nexusmods.com/stalker2heartofchornobyl/mods/88?tab=files) there is localisation files :

  • LocalizationDB_P.pak
  • LocalizationDB_P.utoc
  • LocalizationDB_P.uacs

I want to unpack them and add a language.
How can I achieve this?

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

A comprehensive overhaul of the S.T.A.L.K.E.R 2 gameplay systems with multi-layered balancing. Includes 100+ New Items, Integrated community mod support, New Armors, New Upgrades, New consumables, reb

limber rose
#

thx bro!

ember notch
daring fable
#

of course it will

tidal yew
#

what consequences might arise from a mod that makes you crouch when speaking to literally everyone? the var is already in there, you could argue it's cut content lol

any off the top of anyone's head tho? if nothing immediately glaring im going in. currently planning the BBClife overhaul (working title)

#

(actually serious inquiry to be clear)

#

if there's only one way to find out, we will.

river bolt
#

i need help
new patch broke my weapons
i cant use zubr, ar416, vector and saiga

river bolt
#

how?

#

btw g37

tidal yew
#

like this

median quest
tidal yew
#

ye, anything that affected weapons pre 1.3 could be the culprit

river bolt
tidal yew
#

any sideweapon

river bolt
#

would it be the attachments?