#╟⚒stalker2™-mods-making-discussion
1 messages · Page 49 of 1
its all there
there is a thing called:
contextual action
there is an alife spawn called:
human_contextualaction_friendly
there is a debug map filled with nodes called:
contextual_map
there is a debug tab in 1.2 test version called:
contextualactions.
its empty
all this means director can spawn a scenario calles contextaction friend
the target can be a node
the node can trigger something dor ai
onArtefactNode
onAnomalyNode
and they can do it and get a new target
onArtefactNode -> generateArtefact
onArtefactGeneration -> target::Hub
its all there and you can see it for yourself
Guys why are we playing S2 when we could be playing Neopets?
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Does AESDumper not grab the AES key anymore?
I was asking for a friend, they are not. Got the AES key though. Thanks!
Wow, no new mods on nexus since 3 days. Community are getting stagnant?
In the meantime, Anomaly has got around 13 new mods on moddb
The lack of SDK will kill the S2 modding sooner than I expected
it will come in waves, with big patches and modding tools
Probably but 1.2 haven't make that people make more mods, imo its even oposite
yeah true, but i think the big mods are just overtaking everything... not much else to do tbh
i mostly meant the games popularity
I also think that people has squezeed everything what was currently possible to mod
if they managed to add a freeplay/new game+. I think that would be more important than modding tools for the games longevity
And more things need to be made with modding tools
@sharp meteor is probably doing one of the most important mods tbh, with MHM Desolation and ALIFE mods
Freeplay is one thing, but there must be something more to do ingame
yeah like dynamic quests, faction wars, etc
Cannot imagine playing S2 after endgame since the amount of sidequests is very low
Yeah, that's what Im asking about, dynamic quests like in Anomaly
mhm is soo chef kiss, makes the progression is nice and slow, with every expedition outside of safe zones meaning something
We need to add more questing NPCs, with more quest types/generators
Playing currently on Desolation and it really make a difference but still game lacks something
I think more side activites to make your gameplay mean something
defo... giving more meaning to make expeditions outside of safe zones
Exactly
In Anomaly I liked to do some missions on the way to the "main" quests
Or basicly move into a location, do some quests for the guys there and then travel to the next location etc.
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?)
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
Get 800 coupons for this job, wait 72h and repeat...
yupp :/
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 😅
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
give sdk papi gsc
i got big plans
mucho grande
alife mods will be dead soon
atleast thats what i thought when i released my mod in nov
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"
little did i know that soon aint soon at all
Propably never imo
xD
Get A-Life... Get it? Cuz... Cuz Stalker has no A-Life... snorts
Anyone knows how to locate or get rid with the "invisible insta kill snipers"? I detected one in Duga zone and in southern Cordon
jup thats what i was thinking about
yeah each one haha
Thanks, will search for some

How so?
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)
been doing an in depth analysis of the game to try and piece together how I want to put together my first mod, but what is it you'd suggest to change out of curiosity?
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
More dynamic quests
like having 3-4 active side/job quests at a time before every expedition would be nice
things to do on the way
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?
Lets say i have a big objective at B. From A to B could be a straight line, but lets say I have some "jobs" slightly off track to C. Now i at least have incentive to go checkout C on my way to B, instead of there and back.
The early game in lesser zone and garbage feels like this
but then it quickly falls off when you have no side quests but stashes and artefacts
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
ayo ace
where is the uproject file of shipping
old build it was just there between all the other stuff but cant find it
in other words
@void owl
it aint here 
where you looking?
is there a mod that allows you to continue the game after you finished it?
nah not with same save
there is a freeplay mod on nexus atm tho but not a continuation after story
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?
sorry im new here if this isnt where im supposed to chat this
yes yes but do you want to experience pain?
yeah
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
you could perhaps take some modules from this mod
like i get the bulat armor and i can facetank 6 rounds from an m1A
i thought u meant maklane better gunfight
no i have his total overhaul
since zone overhaul is an overhaul oopss
yeah i use his total overhaul (big fan of his mutant philospphy and medkit stiff and also teh less loot bloat)
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
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
thats super fun
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
you could try directly asking maklane here
its hilarious to get in huge battles with like 7 monolithinas just for a chimera to just kill them all
i have asked (hasnt gotten back to me yet)
i saw though that modular hard mode only works on a new save
ah yeah thats true
its quite big haha
think 3000 files changed what a madman
said 1 week ago.they would take a break 
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
it was like around 880 conflicts in one manual merge
yeah thats the problem
its mostly 1 overhaul ie mhm, desolation or maklane
and then wools mods and mine
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
and i was like i dont like that
what mod?
ah yeah could be
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
annoying to merge 1000+ conflicts
cant you unpak maklanes mod and change the damage modifier you receive?
i mean i can but idk how 💀
and like i wanna look at like tghe better ballistics values and the npc increased damage values and like do an inbetween
but idk how to do that
mkay im listening
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
i know for a fact if theres a difficultyprototypes config file it will have multipliers for veteran
stull like damage received or something
mhm
beware it will be for everything
NPC_Weapon_BaseDamage = 1.28
for individual stuff thats going to require looking thriugh all
this one you want to change
ok
okay because also theirs the individual dmage multiplers for each npc gun
ok then
id suggest you push it to like 1.8 or something
okay got it
it ups the base on which gun dmg multipliers apply
if you using default mhm
i use maklanes not mhm
oh
ya
yeah we get you
ye no need to start a new one
lmao
so that difficulty cfg
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)
fubar seems cool but it also conficts with so many mods i love like npc combat overhaul, and shays living zone
and his mod goes beyond just "Ballistics"
which i dont like
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
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\
so prob have to edit the npc weapon base damage
ye then first is probably your go to
pump it up and expirment
ok now how the hell do i find that shit 💀
and edit it
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
You have AESdumpster?
for like elden ring
or any unpaker?
mkay
alright imma do that ill look
upload it on nexus
ye, and Hard is veteran in that file
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
call it cheezecakes ballistics
dont ask why its named hard
done your first mod
awesome
mkay ill let yall knbow if i need anything else
yeah no prob, you got the invoice for the payment right?
service aint fee its 2025
/.s
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
mainly i just wanted stealth and sniping to be a viable strategy
and the a life changes by shay were the first step and now this is what i want left
i mean with egg prices nowadays understandable
Egg fine here too, but meat holy hell
that aint expensive wth
There is a update chunk on nexus for 1.2
no unpak the mod
am i in the right area
How much is it at yours?
the maklane or fubar or whatever it is
the one that loads last
start with most z first
my merged one i think
8 for regular store
7 if you got a connect at the butcher
It was like 6$ normal store 1 year ago
merged one yeah
ok
oh for us it was always around 8
bread tho
now how do i open said mod
bread went up
sorry if this is all annoying
Bread ok here 
lets say i have a friend that doesnt know how to do that how would i ahem explain to them how to unpak it
get that
yeah i downloaded it
drag the pak on that
Oh okay
the batch file i guess it is
and a folder appears
go in there look foor difficulty
search the line in notepad and change value save and repak
happens
im in queue anyway
It gets easier i was like that in the beginning too

weve all been there
Probably high
like u saying thats too high or higher
do 3
yeah bro the wind can kill you now, you know if they miss? the wind it causes is deadly
better not get suppresed
Depends on how much dmg you take normally and want it to make, its a multiplier
take current value
divide by 10
thats 10%
now if you want it to be 30% more health dmg
add 3x10% value on top
save
it currently is at 1
drag pak on tool
Germans brewing beer with all the wheat again? 👀
Ye thats the template, but since it refs it in hard it overwrites with that instead
ok then i see so if i want 30% roughly imma do 1.8
because default hard value is 1.45
and 30 percent more is 1.885
Ye so 14.5 is 10% then
imma start from 1.8 and see from there

now how does one repak this file
idk how to repak do i just drag the file onto the repak application
like im stuck here
ope figured it out
thank you all for your help @median quest @fervent stratus
imma try out the game now
ok why my game taking nine years to load now
what i do
still taking long?
yeah
did i corrupt my save 😦
it just stuck on the yellow loading
still nothing
ok loaded it without the edited mod and its fine
so idk whats going on
so i deleted the edited overhaul mod and now its loading in
but if i put it back in it breaks
nvm just a problem with the save
ty for all the help its working now
ah good to hear, yeah sorry man deep immerseed in squad with mates
hows the damage
Thats pretty odd, I dont think just changing diffprototypes would cause save issues, I do it alot
tryna merge some stuff then ill see
Tryna remeege the overhaul with better ballistics like how i had it befoew
With base qeapon changes with
Maklanes and the modifier i added it seems good so far
damned yellow paint
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
When i finish this playthrough def gonna try out mhm
Also i made snipers a lil more deadly toning down their dispersion a tiny bit. (They feel like halo jackals in a way)
So prioritizing units based on guns and armor is a must now,
Snipers first, shotguns second, smg units, ar users
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
is it possible to make items multiple use?
if not, can you make it give you another item after use?
ahh glad to hear you enjoy it man! have fun with it (as i can see you are already having :D)
Awesome! Now you are also closer to tailor your own configs, its pretty easy to understand what most configs do by checking out other mods if they arent 100% to what you want it to play like.

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. 
Want to give them a remake to be a bit less bright and overall fit into the scenery more seamlessly.
I mean there are the right boxes but... y u do dis Evhen 
Probably using the Wood Physical Material
?
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.
I can say though it does work as intended, but not all the time due to ctds
Probably when the game does an ensure check
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.
You can see the og values in the original cfgs of the game
I'm pretty sure they are all in pakchunk0
Try to check in other pakchunks, if its not there idk
is it possible to make items give you another item after use?
its either that, or that the texture parameters cannot be read at times, leading to memory leaks
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
its neither
that error means the byte size of the array exceeds the allocated byte size
and it tries to allocate enough resources but fails to do so by limits
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).
nice
did you import the new Material as .json?
what does weight mean in itemgeneratorprototypes?
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
Very nice, will have to test this later on BB tyvm
no, i had to the original extracted through zentools, then i edited parameters in uassetgui
then i had to package it back up with iostorepackage
@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
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!
Are they not different already? Out in the field it's the items value not what the trader will pay you?
I need to hide the price in the field. In my build I added a lot of new items, but players always choose the items that are more expensive because they see the price right away. I need to fix this.
Not seen anything that would do this via cfg edits
likely possible via BP modding
Where can I read about how to do this?
It's a fairly involved process that I'm only just figuring out; I'm pretty new to it so wouldn't really know where to point you, and I'm not sure there's much info out there
First of all, I would like to understand how to unpack the interface files, what format they should be in and how to pack them back?
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
I understand that, that's why I want to get to the configuration file and not the textures
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
Gambit has less recoil, less damage and a slightly bigger magazine capacity (15 vs 12)
though the last one will likely have to be removed anyways, due to compability issues
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 😛
the subtitles are not in in pakchunk its in S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Movies\TempCutscenes\Cutscenes
🙈 Thanks Timka, seems like I'm blind 😂
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 😅
New version of Mod Validator is released.
- Fixed MV picking up on any Byte-Order Mark (U+FEFF) present in the naming of headers or SIDs. Should now ignore BOMs completely, as the game does.
Link: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1285?tab=files
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..
What about pen
thanks im using it ye,but its doeesnt change night time,maybe devs will make it darker.
hmm, is there any way to rectify it? my simpleton mind ran out of solutions
pen is the same between these two for now.
Ultra plus might help. My mod just makes the ground less shiny/bright from skylight
_ _
@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.
Remember: tapping someone on the shoulder and expecting them to face you would be rude. Instead, meet them halfway, and remove any obstructions between you with the nearest blunt or bladed object. This will enhance the experience considerably, and even give you a starting topic if you happen to be in need of one.
lol
What a glorious bug lol
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
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
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
Modular hard mode has really good ballistic
But it's very hardcore mode
I think Desolation also has ballistic changes ?
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.
It could be? However youre gonna have to do alot of kajiggering with wwise if im not mistaken
I don't think so, the mod page says ballictic change mods are fully compatible, as he hasn't implemented his changes into the mod yet.
Ah gotcha.
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.
Try running without Maklane Overhaul
restart the game a couple of times, make a new save and try to load to it
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
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
just laod the save, save it reload and close
also have you updated the mods for version 1.2.1 of the game?
1.2?
load, save, exit the game, load new save
STALKER 2 version 1.2 yes
this was also an issue persisting before the major update to
yeah i have
updated everything that needed to
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
removed the maklanes overhaul, still cant get drunk and also bleeding is straight up not draining any health.
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
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.
- Move your' mods folder out or remove it
- Go here: %localappdata%\Stalker2\Saved\GameSettings ( %localappdata%\Stalker2\Saved\Config\WinGDK (GamePass version) )
- Edit AppliedSettings.cfg
- Change these two:
- TriggerBrokenGameDataEnsures = true
- IgnoreBrokenGameDataDefaultPrototypes = false
- Start Game
- Load Save
- Run Vanilla for 5 mins to give the game some time to check/clear
- Exit
- Switch AppliedSettings.cfg back:
- TriggerBrokenGameDataEnsures = false
- IgnoreBrokenGameDataDefaultPrototypes = true
- Put mods folder back
- Enjoy the game with no pak cache
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?
Okay since i have mutant loot and oxa what would i do
Are we anywhere near having a Gamma 2? 
Because those add assets to my knowledge. Do i just leave those mods in?
"These are the steps, but** you'd have to use a new game or save before mods** to avoid crashing if using mutant loot or anything that brings in assets."
Ohhhhh okay so ur saying do those steps in a new game got it
@eager parcel should we talk about flashlight being useless here?
I fuckin hate it in S2 and it's actually good in Gamma
Get a mod to fix it
you guys know what the most realistic ballistics mod is?
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
Probably best to just leave it where it is
The game would have been the one to put it there for whatever reason
Well I hung around long enough in a scripited poi in lesser that some ispf actually took it over. So that's interesting
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.
Hope it works otherwise theres likely some kind of merge conflict would be my best guess
But If I remember correctly you were having problems even mods moved out which can be a cache problem
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
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.
I think i miss the birds burning up the most
And the fact everything got like eerily quiet vedore and emission
The flashlight? How so? To be clear, I'm talking about the flashlight, not the headlamp.
Oh wait I actually realize now I'm in the STALKER 2 channel. I'm dumb.
For me the worst thing in emissions is how they end. Not just slowly fade but suddenly emission sounds stops and npc instantly going outside. Immersion breaking asf
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.
Probably not gonna find many Stalker 2 mods via MCM
Ah hell, sorry. I was just looking here if they wiped any other behaviour from AI like throwing grenades since 2023. I thought it was about Gamma.. I thought I had to restore frag use from plugins.. Sorry.
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?
Next week SDK for KCD2.
Come on GSC pls pls pls do something! 
version?
playtime before notice?
regions you been and noticed?
I’m playing version B I believe, your most recent patch. Played for about an hour and primarily was in garbage. Felt incredibly empty. Maybe it’s working and I’m just overthinking it
damnit i wanted to turn of phone
u here? if so ill quickly fix it if not will be for tomorrow
Sure I'm available
Is there a guide on how to edit the chance of weapons or armor appearing in stashes ?
i fell asleep mb man, ping me when you are ready for help. was 3am for me
guide? no but there are mods that adjust that so can unpak and take a look
Sure thing man, should be available in an hour
@fervent stratus Ready when you are
just got home
what version of mod
not the A but v1 or 2
version b?
V2?
V2 is what I meant, my bad
So I’m getting some spawns, played for like an hour last night and noticed about 1. Currently at garbage in the story, need to get into some lab?
detention center?
I think so? It’s occupied by Ward
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
I don’t really mind either way tbh lol
got uetools?
I do not
Teach me o great wise one
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)
Nah give me the in depth haha. Downloading it rq
once downloaded, open console and do :
UETools_BindToggle G "UETools_FindActors Pawn" "UETools_FindActors Pawn False"
copy paste that in
Sure thing, will let you know
Copy and pasting that, not sure if it's doing anything though when I hit enter
Ah ok now it's working
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
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
Sweet, what's the difference between yours and vanilla?
From like a super high level standpoint?
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

Fair enough. In terms of spawning, if I were to sit here for 5 minutes in the same place, what would be different?
you wouldnt die 
since vanilla spawns literal death squads
every so often with the only intention to kill you
Ah ok, fair enough lmao
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?
Yeah somewhat
vanilla they would all walk past you
like next to you
be like "hey look player, WE EXIST!!"
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
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
get a balancing mod
Anything you recommend?
no that would mean i would pick sides with a mod author since i know multiple that adjust those values
Ah ok
so my best advice is ask another mod author or idk nexus idk hha soryy
wont favor one mod author over anothers
No you're good, being impartial is a good stance
There's a bunch of options for weapon balance. Depends how you want to play
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
Awesome, appreciate all the suggestions
Oh yeah you might want at least the x-ray pak so they can't see through the map..
Thanks for all the help Shay, hopefully next time they patch the game they give you modders more leeway with the 100m radius
hahah np man but dont worry render is dead
wont see that one for months if anything
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
its not even performance i think its their whole system
i legit dont think they made it with longer than 100m in mind
I also think part of there issue is relational data tracking of "alife"
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
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....
Iirc cop had like 3 snipers, svd svu and vintorez
So atleast they added uh, 2 more and just gave vintorez AR stats
no we tried that
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
Nah this is different the spawn variable takes control of scenario timing/rates
Nothing seems to spawn out of control, quite the opposite
would you think they would be that dense to make logging stored in memory at runtime?
aint no way
Memory funny enough didn't go up. I think they using file storage.... Which is worse
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
but where is it
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
True
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
Yeah that's with simulation range
do you have defaultdespawnnpc on false?
ive actually never turned it false again after 1.1
I did actually
so faw is running on false?
Pretty sure it's that way in the current experiement
im running on true across all versions
Yeah I don't know how much it actually effects things
You hit a trigger area and the despawn.cfg kills stuff too
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
It shouldn't be each save should be it's own thing
Yes it would need to keep a state log for each save
of each individual save, since offline doesnt extend full map i reckon
thats why individual save slots are capped at 20?
Most likely yes
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
Probably another small function like corpse loot
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
Haha yeah I mean it is just a spawner no changing that right now.
Thing needs a complete rewrite
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
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
seeing we are 3 months and 2 weeks in
yeah its insane to see how far behind they seem to be
Yeah, the more I did between the builds and play with things. The more I see they had trouble picking a solution
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
The lair / alife cfgs are a dumbed down hybrid of an older spawner system they started.
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
Yeah they definitely made their own mess on top of outside circumstances
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
That set expectations
instead of going kickstarter route
they went to corporate
and get hit with targets
and expectations
They could have pulled a Star Citizen haha
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
Could have been the next Hello Games come back story
yeah, i just dont see it happening now anymore sadly
and that is partly due to ue5 yes
its just hard to work with
Won't be possible with the corpo overlords they have currently
its capable of great things but in great hands
Yeah they don't have the expertise
Would have been better to do a remaster first of one of the original games in UE if they wanted to learn it
small in house design concept\
1 map of early games in ue5
with alife
and expand
Yup
and once you hit a cap just scale back
That would have been a safer bet
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
- 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?
- 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.
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...
Is it possible to swap a player's armor mesh and skin with that of an NPC's armor mesh and skin ?
what you want to do? freeplay as dalin? 
Nah, I wanna swap into one of the NPC's PSZV 12 armor lol
players use different meshes, wont be possible for now. and even then it'll require additional work.
Yeah you answered my post about it in your mod section too lol
Dont give me fucking ideas
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)
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
Is the scene doing as well as anomaly modding for stalker 2 yet?
I have not followed progress here this early from launch
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
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.
Isnt that promised content already in the works from the studio?
They said many times they wanted to support modding from the get-go
it is, but i don't see it happening for 6 months +
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 😄
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
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
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.
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!
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
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`
A918D : struct.begin {refurl=../AmmoPrototypes.cfg;refkey=A918D} AmmoPackCount = 255 MaxStackCount = 38527 struct.end
Then rename the file to ModName_AmmoPrototypes.cfg
So, the ../ is needed prior to AmmoPrototypes?
and place it into GameData/ItemPrototypes/AmmoProtypes
yea it tells it to go up one directory level
Meanwhile if I package things following the game's folder structure it works without that
Also generally good practice to rename the ammo to ModName_A918D
Avoids weird behaviour due to duplicate structures
In the event other mods touch it
the struct still inherits the SID from the refurl so it still modifies the original item
yea shit like that
I'll be sure to fix that before releasing them then.
yea don't forget to place them in a folder that has the name of the .cfg you're refurling
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
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
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
Personally need to figure out how to do RefURL myself.
As far as priority goes, do mods at the bottom alphabetically get priority? Or is it the othwr way around?
according to Oxide it's controlled by numbers at the filename's end
https://i.ibb.co/9ky38Z2V/8-Install-Info.png
Wool got this guide, you can check it out
https://www.nexusmods.com/stalker2heartofchornobyl/articles/138
[left]Also just to make sure it's clear. Without [url=https://www.nexusmods.com/stalker2heartofchornobyl/users/2570911]OxideX8[/url] walking us through their current process I probably would have st
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.
does anybody know what could be the cause for values not showing up properly?
Intetesting, i would have never guessed that, thanks
You're probably using two mods with localization files and one is overwriting the other.
Or it does not support your language and doesn't have the translations for it defined.
im talking about the hunger and healing, the name and description are not working because i didnt make them yet
also how do i package the localization file?
Wasn't this the tool for that? https://www.nexusmods.com/stalker2heartofchornobyl/mods/540
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
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
cant get it to work, the pack just breaks the game
Ani, Oxide or Linxz might know.
You managed to merge and pack but the Localization files break game when they in ~mods?
Yes, when I launch the game all the localization is broken and the game just freezes when I try to load a save
is it currently possible to add new models to the game without dev kit? wanna hook my mans yevhen up with a switchblade
Not possible yet
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
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
i have figured out the localization but the values dont show up properly
Could you show the relevant part of the localization file?
Meshes work, as do textures, but the problem is that materials can't be packaged correctly
and since materials are effectively the link between meshes and textures, we're kinda screwed
What does that mean?
something like this
oh wait nvm
is it just the values that are screwed up?
Yes only the values
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
That's why it wasn't working
Thank you
I wanna say Quantico
It's not monospace so it's not ideal for code/configs
but I like how it looks
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?
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
Кину сюда, больше некуда. Merge pack localization for Modular Hard Mod & Desolation (RU-EN), может кому надо.
@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?
tl;dr need to try to remove all mentions of flycorridordebug within blueprints as an attempt to get the debug tools to work
this it billy?
just looked up aces screenshots real quick, i know this is weather related
yeah he def has access
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"
Very hard. Don't think I can help much
Best case is unpacking with ZenTools, editing them with UassetGui or whatever it's called, then repacking
Does anyone know in which files the following can be deleted:
- Weapons in stashes (not the journalist's stashes)
- 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?
- WorldMap_WP in SpawnActorPrototypes inside pakchunk0
found new guns in the 1.3 localization files, seems we might be getting new guns in the future patches
Mosin Nagant
and colt 1911
Maybe is spawneable 🤔
they are not spawnable
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
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?
I think this is no longer necessary
Thanks, I'll try and debug FModel maybe there's a configuration I'm missing.
You might be missing the usmap file
I'll look into it later, thanks for the guidance.
Are there any good mod collections out for stalker 2 or is it all just loose mods atm ?
Mostly loose mods, but modular hard mode is somewhat of a collection
try the A-Star alliance (i just made that name up)
- modular hard mode OR maklane as a base
- Letswoolgathers npc mods
- Flics mutant mod
- Oxides and Lynxz weapon mod
- Shays talk and trade to anyone and roaming professions mod
- dynamic weather overhaul
- SLZ or FaW as alife
i'll check it out thx
if you read this, go like the comment please to raise more awareness (like they dont already know lol)
How to convert the .wem convolver files to .wav?
On it right now brother
thanks now found!
There's already plenty of comments demanding A-Life under the video fwiw
not too surprising considering the game's current state.
They must have removed that comment, I cant find it
how do I go about making this double press F instead of single press? 
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

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
Editing a line so it plays on double press rather than single
it's an existing mod I've been using, I like it
Bear 3 EFT one
not gonna be so simple as i wrote, but you can start there
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.

3 more to fix
well fwiw. next time you can try using that Revert Block function in VSCode/Codium, saves me a fuckton of time in merging mesh changes for 1.3
#1310297745679978496 message
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?
ask it again here
thx bro!
Sh@t, I wish I had seen it earlier 💩 . Hope this kind of file name change doesn’t happen again.
of course it will
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.
i need help
new patch broke my weapons
i cant use zubr, ar416, vector and saiga
lemme peep your mod list
like this
Outdated mod
ye, anything that affected weapons pre 1.3 could be the culprit
any sideweapon
would it be the attachments?