#╟⚒stalker2™-mods-making-discussion
1 messages · Page 50 of 1
oh man
?
Id just go trough them all and anything that is old, just yeet
just beware so its not breaking your save
well the only mod updated is OXA
how about mods that only edits?
hmm guess, technician, repair kit and extended equipment will be gone for now
but 2 days longer days is probasbly outdated and should be feliches
Id keep those
time to yeet stuff that add stuff i guess
edits are the worst possible mods
as they use old versions of configs
they use refurl which is fine
they effectively replace updated configs with ones from months ago
so you'll get weird behaviour and CTDs with no idea why
can u guys tell me which mods to remove
and are safe to keep
is everytechnician unlocked and unrestrictedupgrades good?
i'd first move all these paks to a folder in desktop, go to nexus and update the ones which have been updated
man
why stalker 2 so fcking hard to mod, they conflict with mods i want to add
Hi, please tell me, is it possible to make it so that you can buy and sell weapons from sellers?
I believe that's called trading
the encircled is from this
https://www.nexusmods.com/stalker2heartofchornobyl/mods/633?tab=files
the pample is from this
https://www.nexusmods.com/stalker2heartofchornobyl/mods/665
default game you can buy and sell weapons
altho it depends on the location
that'd be a sick mod after sdk drops. as is we can buy the car, so it's definitely possible.
think that's a BP mod so should be good
and not sure where things are with these, you'll have to ask @thick widget
ill remove them then
I recently downloaded the game and haven't quite figured it out yet. And I think I mixed up the chats a little bit, if that's the case, I apologize.
haha dw about it, if you've got questions go for it
on base gamma you can buy and sell weapon
in stalker 2 you can
you mixed it up
Ok, thank you very much, I will figure out the game
@hazy ivy just to ask
is the 0 weight item mods good?
probably not
gimme one sec I'l take a look
nah think its borked
btw people have remade a bunch of these
atm i dont see any updated
if i cant find one
i guess ill just use an item that increase carryweight
yea this is the problem :/
iirc its from the extended equipment
it sells a backpack to give more carryweight
that might work
so maklane is good to use?
yea, but its a balance rather than a zero weight
but yea maklane's on it with the updates
tbh modding tools wouldn't fix this, it'll be an issue til they stop updating the game so often 😦
btw what about this?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/806
And/or nexus decides to not have outdated mods on top pages and filter better
Yeah we'll see these issues crop up until GSC stops updating the game.
This is the case with many games tbh
Skyrim Special Edition keeps getting updated to this day.
Result: SKSE needs to be updated, mods get broken, etc.
same when i was playing fallout 4
nxt gen update was bullshit
On that note I still remember the guy who proudly said Vortex is superior because LOOT can make load order management in stalker much better despite it not even supporting the game 
Yeah
oh it work
guess old mods are outdated
ill try to add mods one by one to see which one is causing the issue
there's an OXA compatible version
one part from that page, the other from mine
yeah i installed them
no issue
🙂
tbh there's nothing amazing that's lost
this mod works
i just added it
seems like some mods that modify stuff are the culprit
welp im fine now
tnx oxide
careful
'loads' is not the same as works
if the game is now expecting something to be in those cfg files and it isn't, it'll either bug out or crash when its referenced
and you won't know why
hahaha
that won't be them
but its something
if you wanna post your new order I'll have another look
those weight mods affect ammoprototypes, grenadeprototypes, and consumablesprototypes
well thismod is fine
oh definitely that
its overwriting your entire weapongeneralsetupprototypes cfg
with a version from months ago
which includes all the static mesh references which have since changed
haha im tellin ya
btw oxide is fubar safe to use?
new load order
it was the apb lmao
man
why is the apb 3 shot burst
but no single fire
wait wut
it has auto and semi
i removed the mod that adds that
im fine now oxide
i guess everything works
much tnx brother
oh yea i changed the fire modes for the APB in OXA lol
i guess ill look on mods that are updated
the mod i remove is the same as yours
so i guess it remained
no i mean that's an OXA feature, some guy asked for it ages ago and i was like, eh why not
it's like a single line edit
well i also wanted it so i guess lots of guys will like it too since why would apb only be 3 round burst if u want it single fire
also found replacement for mods i previously installed
@hazy ivy found the culprit
it was this mod
myb, catch me up, pls tell me the full auto aps wasnt using the whole cfg 😭
bummer
unrestricted upgrade mod causes the upgrade cfg file issue i have
i dont think it is
coz my issue was the weapon are disappearing
or maybe
lol of course it was
yea weapongeneralsetupprototypes contains attachment info, static mesh component references, reload speed, weight, fire modes, all sorts of stuff
btw oxide
how to make your mods take priority? what should i add?
rename OXA03_P to OXA03_100_P
btw is this fine? i followed the steps
the others are just resources that don't compete with anything else
yea that's perfect, so long as you're using UE4SS
i have some localization issue
i guess the community localization is outdated?
yea, search for 'localization' and delete everything that's not OXA
OXA has a whole bunch of other localizations rolled into it
stalker can only load one set of localization files at a time
you have another set somewhere
man i just looked at my load order and i dont see any localization files
wtf i remember i put yours
aight time to test again
aight its fixed
guess the community one is outdated
and yours is the updated one
at first i was skeptical about your mod
but i wanted the more attachment so i gave it a try
guess the old mods i had was the problem and yours just works
still has limitation coz some attachments doesnt have anims but i can just put attachments in inventory for those i cant do on the fly
yea if a weapon doesn't have any default attach animations there's not a lot I can do rn
and 'complex' animations that involve moving parts (mags, UGLs) are also a no-go
limitation i know
weird
i use some mag + ubgl
and they are fine
well i guess it was fine on g37
havent tried ar416
you mean the mags you added?
oh
i havent found those
oh maybe you mean the interchangable mags?
so you mean if i use a mag that wasnt supposed to use + ugbl it will bork it?
yea, nothing permanent
but if you find you try to reload and the magazine doesn't actually go anywhere, that's why
oh well
i have mag preference anyway
wdym? it doesnt reload? or it reloads but no animation?
it reloads, but the magazine never leaves the weapon lol
oh that
your left hand just moves around like you're casting a spell or some shit
and alakazam the mag is reloaded
i guess it will be a minor annoyannce
but cant help it since "limitation" that you cant solve atm so im fine with that
unless someone find a fix for it
yea, setting it up so the magazine and ugl are 'incompatible' and cant be equipped simultaneously is a pain, not sure how to go about it as they're in different slots
but reload animations are already complicated, and ugl's use an entirely separate anim montage to the base weapon
honestly i want this feature for gamma but i guess thats impossible
i mean different magazine if change it
but its old game so cant fix lel
and I'm doing it all by editing cooked assets so that's a nightmare in itself
lel
also add more attachments might be in the future?
like a drum mag for vector lel
also why is there a vector but no glock
compatible magazine lel
what tool to use to edit the pak files?
I use that to unpack and repack .Pak files
If you want the vanilla configs get Fmodel
almost 4 months of work, my big mod is done: https://discord.com/channels/912320241713958912/1352755804138246255
learned a lot about this game, feel free to ask me anything related to modding this game (that is not AI, A-Life or 3D modelling related) 
grats!
damn, very interesting.
didn't know that this is possible, I might have to borrow this idea someday...lol 
jk I'm not a fan of copying others' stuff either.
Nan I won't release it as my own mod
I already offered Ani to use it in MHM
Problem is that it's another 3 files to add to mod folder unless you can pack it up in your own
think I can manage that, do you mind if I borrow it as well? will credit you for sure if I do.
for sure, just link my profile or my weather mod lolol. The mod might need some tweaking and hasnt been tested fully
you can try it on your own first, make sure guns look fine and animations are busted lol
tested in cutscenes?
only affects weapons
contextual actions for example climbing ladders seem to be unaffected
reloading the ak was fine and so was clearing a weapon jam
Hello guys, I want to do second run of the game and looking for optimal solutions with mods. First run I finished with Maklane overhaul, but yesterday was released Stalker Infinity with loud changes. If you can recommend something else, please, let me know, thanks.
A few options in terms of overhauls;
Modular Hard Mode - If you consider yourself a veteran of the zone who can survive anything, test your skill (and luck) with MHM
Desolation - If you want to explore new features/mechanics/items in a more challenging Zone, have a look at Desolation
Infinity - The mod is a relative newcomer, but it's creator was one of the first to provide a satisfying rebalance of weapons. From what I gather, Infinity is a step towards what vanilla Stalker should/could be; the Zone you know, but rebalanced and reconfigured for a better experience
A single line won't do any of them justice, but have a look at their mod pages if any take your interest
Oh and obviously you need to install my mod because it is the best mod
Understood) Thank you!
Actually I take that back, Infinity is incompatible with OXA so you don't actually have to install my mod
punked
At this moment exist some mods closed to the GAMMA experience?
gamma?
There is no GAMMA in Stalker 2
ohhhh
wait you mean close to
my bad
depends what you mean by that, GAMMA changes a lot of things
Of course that not, I have to hear about it if that existed)
Hmm
what things did you like about GAMMA the most
like grinding and gear leveling)
hmm, nothing to really replicate that exactly yet
OXA expands on attachments and equipment a lot, so there's reward in exploring to find new equipment, or to earn enough to buy some new stuff from traders
MHM's difficulty hike makes it so progression is definitely earned
Desolation has a bunch of extra things you can find
Ok, this one sounds most interested
I just looked and the mod hasn't been updated since v1.3
But I have bad feeling about this. Probably will drop it and install GAMMA with Bandit run in third time))\
haven't heard from Deadlystrike in a little while either
Ah...
If you are planning to play for an extended period of time MHM probably the most stable. Regular updates and pretty fast maintained for patches, atleast so far
(Maybe a bit biased since I play it myself lol)
I hope he's doing fine
I think Desolation uses only exclusively refurls so maybe it's still good
He made his own discord I believe for Desolation
So looks like development has slowed a little due to RL but the latest version on Nexus is still compatible with v1.3!
Ok, thank you!
Honestly not the worst idea
I was thinking about doing something similar for OXA, but don't feel like my mod warrants its own server
but a dedicated Stalker 2 Modding discord might be nice
Actual channels for the major mods so we can use the search function properly
Easier access so users dont have to know how many modules GAMMA has before they're allowed to ask a question about installing MHM
Places we can host our own resources, like refurl guides for mod makers, or instructions for users on how best to manage load order
call me crazy but we could even have a moderator or two
yeah, I also think it's about time Stalker 2 gets its own modding server
Look a magician!!!!
I swear every patch moves the headlamp around on some of these npcs
the ads swap can also be done in one of the weapon proto configs, i have it set to .05 so its just a tiny increase in mhm, but by default the game does it by a good amount
but if its the view model i assume it acts abit different
instead of it being a fov zoom in
yeah so i think cfg its just the zoom, not the weapon/viewmodel
try it out, i think itll really elevate the mhm feel
if you can just add it into your pak and utoc, you wont need the extra 3 files
i will, currently finishing up this interface overhaul
is the stashes on stalker 2 are only 1 time loot?
Yez
Where do I find the values in the .cfg files to change a weapon's range ?
The ones in playerweaponSettings.cfg don't seem to work for weapon range
How far rounds travel?
In vanilla it's 1000m for all projectile types
as for the variables responsible for weapon changes, refer to the bottom section of this page:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/658?tab=description
thanks
A lot of weapon range stats are configured in CharacterWeaponSetupPrototypes by default - PlayerWeaponSetupPrototypes then refurls said stats for each individual weapon, so if you want to modify range by weapon types only it's faster to change stats there also
anybody know why I a may be getting this crash when I load into my save LoginId:443953b74ce7f6ac9b7e36ab2474e1f3
EpicAccountId:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000098
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
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user32
user32
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kernel32
ntdll
Assuming the save isn’t corrupt. It’s possible a mod could be related
Gonna need a lot more info, the main thing being what has changed since you could last load the save. I.e. since you last played have you
Updated the game
Updated, removed, or added mods
You were helping me out on your thread. I reloaded a save from like an hour before that time and it works flawlessly now. Weird
@hazy ivy 'Merged Version for OXA'? that is this https://www.nexusmods.com/stalker2heartofchornobyl/mods/1139?tab=files
but thanks again for the tips, I read through it and changed a bunch around and now its working perfect
Did you see my comment regarding Kireina's?
yes
glad to hear it
there's like no readily available info on this stuff, so there's a load of users using absolutely ancient .cfg files
the v1.3 'missing weapons' issue made it super obvious, but outdated .cfg files can just cause weird undetected behaviour and CTDs that people blame on the base game
Yeah I posted a day or two ago when I mentioned that I was on a previous version of the game like 1.1.3 or something old and I continued updating your mod as you released and at first I was like oh weird I don't notice any issues but once I actually starting searching them out I realized it was a lot more prevalent than I realized
yea, Nexus is pretty shitty for it; literally 50% of the 'top 30' mods now break the game or reduce stability
I would appreciate if someone could mod the snipex alligator or horizon's lord into the game, in real life accurate way with the ability to use most scopes and the round having same ballistics (or bit better than .50BMG)
Okay 😦 but keep it in mind cuz gamma needs a long range sniper that can use different scopes and one shot, it would also be balanced as it would be heavy and have very rare ammo
What kind of file do I need for weapon 3d models
oh, if you want GAMMA you're in the wrong place
this is Stalker 2
Anyone know what .cfg file has the settings for the animation speed of the M700's bolt reload ?
Also to add @celest crow to this, they tend to change resource paths and if you run a cfg where that tells the game hey this resource path is here, but it's actually not there anymore it will cause a CTD/AV.
good to know ty
Missing critical assets tends to do that
To be fair some things tend to not
just some fine Linguine
GSC Probably 
I have tried those skip shader warm up mods whenever I have, it appears to either not load or disable a significant portion of the loadorder. I was just curious if anybody has had that happen and why it is? Im more curious than anything
Guys, am I doing refurl right here? Been trying to make a refurl file for GeneralNPCObjPrototypes, so that I won't have to overwrite the entire .cfg just to change body part damage multiplier
So far this doesn't seem to work in game for whatever reason
This reminds me i wanted to make a new enum with more than just head body and limbs for damage modifiers
i wonder if it will ever be possible
your refurl is wrong
Well it depends if your new config is in the objprototypes directory then its just refurl=GeneralNPCObjPrototypes.cfg
Ye for every subfolder it is in it is another ../ added
yeah, in theory that should be the case.
for now I've tried every single combination I can think of:
- with or without an extra foldery, and also with an extra folder line in config
- removing other mods that also edit GeneralNPCObjPrototypes
- trying other saves
- removing ALL mods
andddd it still doesn't work. not gonna lie, I hate refurl sometimes 😂
personally, I think for how annoying .cfg override is to maintain it's still a more reliable method to load mods in long as there's no conflicts.
I didn't even notice
But yea I found a nice snipex alligator addon
It should be added to gamma
Hi, can someone please pack these files for me in pak, utoc and ucas because I don't understand how to pack them myself. many thanks in advance
Sure as long as you run my perfectly safe executable
try this
pretty straightforward too
@hazy ivy im curious if you have encountered the repair widget stay on the screen after inventory closes. I can only guess that maybe the faster backpack mod that opens the inventory faster is what causes it
its sporadic too. I find it sometimes popping up on my screen when invetory isnt open and after I had already pressed 0 to disable it
The repair widget is tied to the open and close function of the inventory. So if anything knocks you out of the inventory it never gets the call to turn off.
I believe Oxide was working on a better way to do it. I'm not sure if it's implemented yet.
What's your typical framerate?
sitting at like 80-100, doesnt drop below 60 @hearty fiber
if I press 0 it will go away but when I close the inventory sometimes it will pop up again and stay on screen until I press 0 again or open inventory but it continues to do the same thing regardless of the 0.
im not sure how to go about fixing it besides possibly just turning off the fast backpack open mod. Ima disable it and see if it continues. But I do really like opening my backpack faster so if I can fix it without getting rid of that or possibly incorporating whatever speed changes it makes into whatever cfg file but Im not 100% how to go about that tho
ooo i guess I could jsut unpack it and take a look
but if the speed is what is causing it I guess manually making the changes instead of the mod might not solve the issue
yeah its 100% the backpack mod, disabled it and it stopped completely. The one im using is https://www.nexusmods.com/stalker2heartofchornobyl/mods/84
refurl trick works in EffectPrototypes.cfg? As CoreVariables and some aren't working well, anyone knows?
depends what you want to do i think
Modify "BulletKillDamage : struct.begin {refkey=[0]}" block
Edit: Is more like this block: "KillVolumeEffect : struct.begin {refkey=[0]}"
should work i think
its the [0] that are annoying imo
where it says [0] : struct
for what? did barely anything hha np anyway :p
There are some zones where you get an instakill fake sniper shot (example in Duga north zone or south military cordon control point). For New Game Start mod, I will try to avoid the instakill to allow access to these (small) zones in the "free play". No super-important, but wanna test. Shot damage seems to be in these block
Nah that's someone else
Ah aight bro
I just make a stalker mod 🙂
is their a mod that gives you every upgrade kit when you disassemble any amour or gun??
This sounds like a GAMMA Question
dam didn't see this was a stalker 2 channel lol just saw mod making 
Please, don't be like this guy:
Sadly this is going to become more and more of a problem as people return for updates and don't redo their mods.
Anyone tried to modify the ambient music files? Would like to make a mod with my own playlist but it seems very hard to do
Have you uploaded your mod somewhere?
I heard S2 have around 600 sound files, I need to change all of them?
I personally have no idea, I jsut know ANI HVX did some changes to ambient music so probably ask in https://discord.com/channels/912320241713958912/1310297745679978496
@hazy ivy is there still a command to disable repair widget? instead of using 0
nah i broke it by accident in v2.1.5
dang owell
I'm figuring out how settings work
so once that's done I'll be able to implement a cleaner version of it
that makes sense, better than putting out something half baked
that's what i figured
no point wasting time implementing a solution I'm gonna be replacing anyway, it's not like it's a game-breaking bug or something
yeah only reason I wanted it was to try to keep using the faster backpack animation but its mostly fixed with the new update you pushed. It sometimes stays if I open and close it a couple times pretty fast but works way better
'0' should hide it if it gets stuck
but other than that
there's a section set up to monitor the inventory widget to see if it's rendered, if it detects it's no longer rendered then it shuts off the repair widget
but to minimise performance impact I try to shut everything down when it's not needed
so that section is only active when the inventory is considered 'open'
but the toggle to set it to 'open' only kicks in after about 1.5s, as that 'open' toggle triggers a bunch of other stuff that needs the inventory to be visible
@tidal yew Do you plan to make Project Inverno or other "Winter/Autumn" like retextures to the S2? I assume that it needs SDK?
Yes, there is a plan to make winter in Stalker 2. Whether the SDK is needed for this, I can't say yet. At the moment, only the main menu is ready.
the grass free option might help with fps.. 😅
not trying to burst bubble but a full fledged winter region is planned
unless you mean full zone winter
that would be craaazzzyyyyy
(not in a bad way)
I'm not sure yet if I can do it myself. Time will tell.
I don't know is it possible to modify gameworld without SDK, textures maybe but nothing else
So more "desolate/autumnal" setting could be possible even now
For a proper winter mod we need particle editor for snow, grass reduction is also necessary
And amount of textures to modify will be far more bigger than in Anomaly since the world is much more varied and detailed
Late Fall in S2 would be amazing 
We might be able to, but we would have to make a custom 5.1 build from source and edit the engine to allow import of cooked assets. Make an uncooker in engine as a module and then uncook the asset, someone did this in 4.23 I'm trying to replicate this in 5.1 but they changed and moved a lot of stuff around also Microsoft issues.
If we can get this to work though. We might be able to expand on more asset types in the future.
ngl i thought man had some god blender skills
untill i saw it was a drone vid
still very poggers
Been in Chernobyl in real life 4 times already but never during the winter. It was a dream to wander Pripyat in snow but now due the war it's impossible. Really waiting for winter mods for S2 to just have a glimpse of it 😿
impossible? no but probably 95% chance of getting smoked
yeah that area is def a no mans land
Most likely we will have to wait for SDK, and it is not known how many years it will take for it to appear on the network.
There are no official tours there at the moment, that's what I meant
Wow, I thought that we can expect SDK in the upcoming months, not years 
who knows 🤭
guys what editor u used to edit cfg files?
i wonder if i can update some mods i want coz there are some mods i used that feels like abandoned
i had to remove them but i wanna update myself to use them
u can go as basic as notepad++
I personally use visual code
Easy and you can install extensions to suit your needs
i use a combo of things but mainly notepad++ and intellij toolbox
so just open the mod with notepadd++?
what unpack and repack tool should i use?
tnx
I use mainly visual code for this
dont know if n++ have something equivalent
So I dont have to go into individual folders to open up files
damn
i tried but i cant understand
Best way is to get the cfg files from when it was made in that patch and compare (1.1 > 1.3 for example), then compare what the mod does to the original files, than overwrite with whatever new changes it made from the new patch
so i need to get it if it wasnt updated to 1.3
get the latest and the previous version of it
Ye, https://www.nexusmods.com/stalker2heartofchornobyl/mods/1016
this one has older dumps
the only mod i want atm is reload while sprinting
dunno how to do that tho
you can cancel reload by choosing another gun or eat or other anim cancel
Im certain its not possible atm without sdk
since anims are executed by blueprints(?)
I can neither confirm nor deny at the present time.
Hi, can you determine what mod crashes stalker 2 somehow from the Unreal engine crash window? I packed few mods together, but it keeps crashing 😄
by any chance was it a bunch of 3 month old config edits?
honestly... I have no idea
tbh the crashlogs are 90% useless
although that looks like a visual issue
if you have a modlist I can look at it
i am using these right now. tbh the Stalker Infinity is a larger bunch i think
Someone reported having to make a change to get around this error some where maybe reddit. Pretty sure it was an engine.ini change
It describes the fix as changing r.Nanite.Streaming.DynamicallyGrowAllocations=1 to 0. But interestingly enough i cannot find r.Nanite.Streaming.DynamicallyGrowAllocations in my engine.ini. Gonna try to just paste r.Nanite.Streaming.DynamicallyGrowAllocations=0 into it and Ill report if it had any effect
Welp gonna try to search for r.Nanite.Streaming.DynamicallyGrowAllocations harder, since the crash persists 😄
Looks like disabeling Optimal Tweaks S.2 helped
yeah the reason you can't add the command to your engine ini is because that mod is overriding the engine ini since the mod maker put it in a pak
Question if anybody can answer it, im merging two mods manually and they both modify the objectprototype.cfg file. Is this also the file to increase the run and sprint speed etc? At the top of the file is a section that says movementparms and then there is also another movementparms farther down in the files, each have different values so I am curious what I to specifically edit to make the sprint speed faster. Ill add photos in a second to show what im talking about if this is even the right area to modify the actual speed of the sprint and not just the stamina increase
top of the file with the line number and then the 2nd field farther down
You want to change the params under
0 is just base which other configs and structs can derive from
So if you change the former, it will change for more than jsut the player
@hazy ivy I gotta question for you, at first I thought it was an issue that I kept having since I was using the backpack mod that deletes the animation so the inventory opens faster but even after disabling it, I thought that was the issue with 2.1.7 update but even with it disabled Ill open my inventory and have to hold 0 to enable the repair system but as soon as I close the inventory and open it again I have to hold down 0. It wont stay at all, I can see it flash for like half a milllisec
He is currently working on fixing something related to the repair widget. I'm sure he will respond when he gets a chance. If you want jump into https://discord.com/channels/912320241713958912/1322530320494628945 and try there.
can someone teach me how to make an audio mod
Don't be this guy
How am I supposed to read!??
Do you guys know how to change the sleep time to like 24 hours? its not gameplay related, I'm just testing something.
Im not sure if feliche has that setting in his longer days. Otherwise is realtimecoef in corevariable but setting it to 1 could be pretty unstable
thanks, I'll try and play around with that config.
how do i unpack the localization files from a mod?
i typically just ask politely for the JSON files
does anyone know of a mod thats been updated to sell artifacts at full value or even 2x value
i hate the economy of the default game i feel like you should have to hunt for artifacts and mutants for your cash
compared to feeling like you have to camp a respawning camp for hours to get 1 upgrade and repair with the other 95% of the money you make
in 1.0 how i got around this was to use the pull price glitch but they fixed it sense i played last
im not opposed to going into files and rewriting stuff if i know where to go and know what im looking at if thats a option
So is there no way?
What mod are you trying to get localization files from?
Ziv's mod pack
UA RU ZIVAKA’S MODPACK OPEN BETA TEST Attention! This build is available for open beta testing. Save file issues may occur with updates — old saves might become incompatible. However, the author will try to make updates as compatible as possible with each other. The game may crash, freeze, or ...
No the mod pack in open beta test
I want to merge it with this mod: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1324?tab=posts
You would need a Gamedata extractor. Idk which ones are available for Stalker 2.
I have fmodel which is the only one that works with stalker 2 as far as I know but it doesn't work with the localization files
guys which one of these mods https://i.imgur.com/qDU3nSz.png has the command console?
i have to change the default keybind for it if possible
how can i change it
ah am stupid, its in the readme
- How to change console key? -
a) Open or CREATE in Notepad
Steam: %LOCALAPPDATA%\Stalker2\Saved\Config\Windows\Input.ini
GamePass: %LOCALAPPDATA%\Stalker2\Saved\Config\WinGDK\Input.ini
b) Add to the very top section:
[/Script/Engine.InputSettings]
!ConsoleKeys=ClearArray
ConsoleKeys=RightBracket
ConsoleKeys=YourKey
c) Replace "RightBracket" with a key of your choice:
https://nerivec.github.io/old-ue4-wiki/pages/list-of-keygamepad-input-names.html
thanks for pointing me to it
just for clarify, i only need one of the strings right? just a ConsoleKeys=mykey yes?
Use the entire section
maybe not the last line (YourKey)
but definitely the square brackets section and the !ConsoleKeys=ClearArray
yea it'll be doing something behind the scenes
but that line will be clearing the existing settings
so apparently now i have double keybind 💀
how so?
i dont know lol
the tidle still works and i used "/"
and both open the console
hm i have the game running and i just re opened the input.ini file, the last string is gone and its just !ConsoleKeys now, weird
but the / is still working
yeah, whenever i launch the game the last string gets deleted
no, i removed it as you said
guessing we found out why its there
oh, are you trying to disable a key?
in a way i guess, i just want to change the tidle to something else, because i use the tidle in game for inventory button
yea you'd likely have to crack open the code itself to do that, probably a hard setting
use unrealpak to get .ubulk and then convert it to jsons
.
okay im not sure if it can even be implemented without the sdk but adding a slide function would be pretty cool
Animations require SDK 😦
Supposedly this is using content from the leaked build of the game (The one GSC accidentally made public)
That does seem to be the consensus. I don't see how they could have done it otherwise.
Ergo I can see Nexus Mods eventually taking it down as GSC forbid the use of the leaked build.
Yes, I have seen it in the leaked docs
There is a lot more quest that were cut
Supposedly 50 side quests met the chopping block 
It's like 70+ and 1/3rd of the main story.
What could have... No, Should have been. It would have been glorious.
sauce pls
does anybody know if npcs get affected by archanomalies like Bulba?
I've seen npcs walk straight through bulba and be fine. So I'm going to say no. Not sure about the others.
It's because the player isn't near by to trigger their effects. So they're just reduced to visual
I had a ward squad walk past me through bulba while I was inside it trying to get the artifact. So idk? Maybe they are supposed to but it didn't work?
was it in older version of the game?
Was last week.
Idk i've watched them get sucked in while I was there. didn't pay attention to if they died at some point though
Not sure, I can only go off of what I've seen. Wouldn't be the first thing to bug out on someone.
It's weird behaviour, but I'm fairly certain anomaly activation for NPC requires them to be in combat.
That's not true I've watched them patrol right into them haha
Well I mean that might just be my efforts to break some restrictions in FaW though so don't mind me
haha
That's the thing with their combat, if it's a patrol that spawned as aggressive then I think they are always in combat, where as a more neutral spawn roaming to a contextual lair goal walk right through them.
I could be wrong, Like I said it's weird behaviour.
Ive seen human npcs calmly walk right through a fire anomaly and casually burn to death. Although this was about a minute after they killed a pack of snorks
Yeah, They don't recognize the anomalies for some reason. It happens all the time in my playthroughs.
Yeah seems like GSC either introduced a bug or intentially made npcs lose their AI oversight/sensors temporarily after combat sometimes
Anything i could do to make scopes look better? I cant quite put my finger on it whether its a scope overlay, depth of field, some color distortion lack therof, im not sure but is there any possible solutions?
Hello people, hope this is the right place to ask, i think i might need some help understanding refurl stuff.
Disclaimer, i'm a newbie at modding this game - please don't throw your bolts at me - but i'd like to learn and if someone has some spare time to help me get this working, that'd be nice.
So i'm using two mods, mhm and oxa (awesome stuff regarding the mod-ability of the game currently, can't wait for the sdk to come around and see what you guys will do), thing is, there are some stuff in the cfg files i'd like to change, but without having to extract what's inside the mods and make a patch each time an update drops.
Started some research, read through entire sections of code to familiarize, then stumbled upon an article by LetsWoolgather on his nexus mod page.
Cool, now i know what i want, to do an override, so nothing unnecessary gets in the way for game/mod updates and better compatibility.
Tried to understand the article, followed the structure, started to get hands into it and replicate for my own needs, tested it, crashed at startup. Sad.
First thing i tested was changing anomaly cooldowns (don't judge me, i'm old and i ain't got those pesky reflexes anymore). The code is in AnomalyPrototypes.cfg.
So following the article, i create the folder structure and file:
.../GameData/AnomalyPrototypes/z_AnomalyPrototypes_mymodname.cfg
Then i get into the file and type this
My_Cheeki_Mod : struct.begin {refurl=../AnomalyPrototypes.cfg;refkey=ElectroAnomaly} Cooldown = 12.0 struct.end struct.end
If I understood well, i'm giving a name to the override i'm about to type, i then reference the main file that contains the code i want to override, then i reference the electro anomaly code block wich contains the attributes i want to change, and then change the cooldown attribute.
Save, pack, launch game, bam, crash before mhm startup screen.
Maybe that was too much for a first test, what about something simpler.
Next test, then.
I like having the ability to increase the yaw and pitch limits when climbing ladders. The code is in CoreVariable.cfg.
So following the article, i create the folder structure and file:
.../GameData/CoreVariables/z_CoreVariables_mymodname.cfg
Then i get into the file and type this
My_Breeki_Mod : struct.begin {refurl=../CoreVariables.cfg;refkey=DefaultConfig} ClimbViewYawLimit = 90.0 ClimbViewPitchLimit = 90.0 struct.end struct.end
Save, pack, launch game, bam, doesn't work.
Well that's a bummer.
So if anyone wants to teach my the ways, i'm all ears.
So CoreVariables.cfg is sadly one config that doesn't allow refurl to be used. Very sad for all of us.
Oh no 😦
This one you have an extra struct.end in there.
The one just after the cooldown attribute ?
Yes
Technically you have an extra in both
But the corevariable one won't work no matter what you do.
I thought it was necessary but now that i read through the code there's only one structure begin, my bad
My_Cheeki_Mod : struct.begin {refurl=../AnomalyPrototypes.cfg;refkey=ElectroAnomaly}
Cooldown = 12.0
struct.end
That's sad for the corevariables, is there other cfg files like this ?
AiGlobals.cfg is another
Sorry to bother but can i ask why ?
They're structured differently. And I think they have some cooked in protections limiting how they can be affected. They are core configs so that sort of makes sense.
Thanks for the explanation, well, until we get the sdk then :/
So in most cases the cfgs that start out with [0] or Empty tend to be ones you can reference url
right, cause those were just two of five cfgs i was trying to modify haha
Then for comparison you can see aiglobals/corevariables is setup without those.
yep so they seem to be locked behind some other file, not accessible through what we currently have at our disposal
Yeah, you can edit and override the files as a whole, but then you just have to let people know they're included and may have to merge with other mods that make changes to the same configs.
Or in some cases people build patch files that include changes from both mods.
I saw what you just mentionned in some mod description yeah, it's something i learned the hard way before the overhaul mods started coming, the thing i'm asking myself is, cus i have a little bit of knowledge of ue5 (not that much though, i'm just a student in 3d/vfx animation), but that looks like the cfg files are just air-exposed for quick modifications from the devs for iterating, but some core components are contained behind the whole packaged game.
I'll ask my teacher about this
The cfgs are just quick access to what the devs want to allow.
The cfgs aren't even all the settings that are available.
Even some of the bps are cooked in and can't be dumped with fmodel
Well i was about to get back to say the same thing, from my teacher's answer (but first he told me to sod off - he's a nice guy nonetheless)
Anyway, thanks for the help LetsWoolGather, that's nice of you, i corrected the referencing stuff and it's working 🙂
You're welcome. Hope you have fun messing around with them.
anyone ever made some kind of character skills like stalker gamma?
where tf is the oxa armory thread
THANK YOU!
Do you guys know of any guides online on how to make blueprint mods for s2?
I've been trying to follow some guides online but not specific for s2 and so far I have no luck on making it work.
how hard would it be for someone with 0 mod making history, to make a mod to change the sell value of artifacts to 100% where the vendors would buy them for full price or double item value?
the only mod i have found that has done this is https://www.nexusmods.com/stalker2heartofchornobyl/mods/503?tab=posts
but it is out of date and the comments are saying it doesnt work
is this a skill i could teach my self or is it something i would need to study for more then a week to get something like this working?
im also not using any artifact mods but for future playthroughs after this one would this be simple to duplicate for mods like
It's fairly straightforward. Start by looking at #╟⚒stalker2™-mod-resources
for me it was easy, if you can unpak the original mod, you can probably reverse engineer it and create your own
theres always people in here who are willing to help as well
Which config describes what icon is being used for an item
Depends entirely on the item
Its usually Icon = or Icon1x1 = I believe
In all CFGs that has items
Ive never modded this game before but I want to do a version of the ballistics mod like infsolv’s but with far more correct ballistics for individual weapons. Would that require pretty advanced and complicated knowledge of stalker 2 modding?
Are you trying to set it up based on caliber and ammo type? Or just modify the weapons stats?
More indepth than that, I guess I need to see what I can actually edit in the game. I actually know ballistics very well so I want to try and apply that to the game
More so based on the individual weapon so stats based on barrel length, twist rate, most likely bullet weight
Hmm, Kazz or Ani would probably be the ones to talk too. Ani has and entirely edited ammo system with new types and stuff.
Hmm maybe I could just help them do accurate ballistic data
And let them handle the modding lol
Maybe.
Are they in here very often?
Mostly its pretty straight forward when you have checked the configs a bit
Id suggest start in WeaponData folder
all ballistics is mostly done in there
Ok awesome! Still have to download the tools when I get home but I’ll check it out, thank you
Ye need a un/paker and visual code/ notepad++ and you're set
Any way to measure distance and length of objects?
More so distance, I can handle not knowing measurements of objects
like from point a to point b on a map?
Actually I have one idea for distance I can do if no one has an exact method for it
Exactly
Amazing, thank you!
im trying to get the aes key and im running Steamless but I dont see shipping anywhere
oh is it because it has no drm?
nvm I got it from the modding discord
The fun part is TileSizeUU is 1016 instead of 1000
holy shit I wish I had a third monitor for this
the good news is I found the file I want and can edit it
Wish I had a second monitor. I'm living like it's 2005 all over again.
someone stole mine years ago and I only recently got a second again, so nice. but yeah now wishing I had a third
anyone know what units the distance is in?
oh wait...
1016 = 10m in game
Yeah love that its a nice even conversion factor of .00985425197
It's funny too because older builds were 1000=10m
All of us want to know why it changed just a little
anyone know how the armor system works by the way? is it just a flat value that never changes?
The funny part is it's 8 short of 1024 which would of made more sense.
At least you could come up with some bullshit about memory sizes.
hey all i got an issue with Oxides Expanded Armory mod, and simple mod loader. The command for gamepass to load the mod in the game is not working, while I have all the new items and stuff I have no clue if the mod is working properly with the data and stuff. I have come bnack to the game after a long hiatus, so mods might be outdated and idk if im loading these thing sproperly. Here is my mod list
heres the full list with details as well
Sorry bud, but this is a 'start over' kind of mod list
Mods that haven't been updated since the latest patch use outdated config files; when you use these, it forces the game to use the outdated version, which can cause all sorts of issues with stability and crashes
I thought the same but wanted someone else to chime in first. Lots of outdated mods and potential conflicts.
There's a lot that's still ok in there, but you're gonna want to at least go through them one by one and clear anything that's just .Pak files and hasn't been updated since March 18
To resolve the issue with OXA, you can't rename any of the OXA0X files
Red shells, Dogfromwest, Ragingbull, questweight, moreaimpunch, red cobra, realistic health, readable ammo, quiter anomaly detector, deathscreen wallpaper, and damascus knife are all questionable. Some may still work but you would have to test them each to see if they are actually working and not conflicting with something else.
i have a question
i am having issues on seeing enemies in dark areas
the torch doesnt enlight beyond 10 meters ish in dark rooms
how do you guys fix this
https://www.nexusmods.com/stalker2heartofchornobyl/mods/221
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1290
Mods add multiple different ways to tweak flashlight: shadows, custom colors, intensity, etc
Make sure you read the Read Me on Flashlight Customizer's page.
i cant use this, because the console keybind to open is fixed to the tidle, and i use the tidle as game keybind
there is no way to change it
- How to change console key? -
a) Open or CREATE in Notepad
Steam: %LOCALAPPDATA%\Stalker2\Saved\Config\Windows\Input.ini
GamePass: %LOCALAPPDATA%\Stalker2\Saved\Config\WinGDK\Input.ini
b) Add to the very top section:
[/Script/Engine.InputSettings]
!ConsoleKeys=ClearArray
ConsoleKeys=RightBracket
ConsoleKeys=YourKey
c) Replace "RightBracket" with a key of your choice:
https://nerivec.github.io/old-ue4-wiki/pages/list-of-keygamepad-input-names.html
- How to block default TILDE console key? -
Launch the game with switch -notilde
(add in in shortcut properties on in Steam's launch options)
Any idea how to start clean
Because i got the mutant loot mod and idk how to like start clean with that
And i also know ur mod adds items too
Start clean on the same save? or restart completely?
Restart completely
Just remove everything from ~mods folder. If you don't care about your save game your fine.
Any mod that had you do a Mod Add console command. Just change the add portion to del.
Ok now how about if it was on the same save
More complicated, You would have to empty stash and your inventory of all items created by a mod. Then go somewhere and sleep for like a week until all traders reset. And even then there can still be some lingering issues.
Because im like
Rt near the end of the game
okay so ill
Ill prob just fully restart
Plus maklanes like item overhaul thing only really fully works on a new save
Did you see Oxides comment on the mod renames?
I didnt see that
I thought that u need to load em after everything else
The only one is OXA03
Ah okay
Mkay got it
The only rename you will do is on OXA03 You want to make it like OXA03_100_P.pak
Because like the mod was like working in game like i saw the new items that oxa added in the traders, its just the command line for simple mod loader that wasnt working
And also this flashlit setting wasnt working properly either
Flashlight customizer?
Yeah
You have Simple mod loader?
Yes
I put the settings in the engine ini as well to alleviate the issue
Scowered through all the posts to try everything to fix it its just
Like i get the mod idea its just the description of how to install it and also how to alleviate fixes is not written clearly in the mods description
Its a complaint alot of people had
So you bring up console, Input mod add /Game/Mods/OXA0X/ModActor.ModActor_C and what does it say?
The problem is you renamed OXA0X to zzzzzzz_OXA0X So it probably cant find it.
just had an epiphany
Prob because i named it with all those zs and the nimbers
Yeahhhh
Okay ill try that
And dekete all the mods that arent working
Yeah it's going to be trial and error on the other ones
Cause some of them probably work and other don't
You'd have to check them one by one to see.
Yeah
Imma check en on my main save first then ill start fresh
Because i updated shays mods, maklanes overhaul and better items, dynamic weather, npc combat overhaul and the noc long range agression fix, and oxides mods with lna and hcwu
Everything else i dont know
I am gonna maybe miss the readvake ammo if that dosbt have an update currently that works
But ifk if its running on an okder version or not
Just make sure LNA loads last, HCWU I normally put between OXA and LNA
Olay
Okay
Imma make a written checlist of all the mods and check em off oke by one
Also the quieter beep if that doesnt work imma be so sad
That anomaly beep is so annoying
Yeah, Sadly a lot of mods creators have fallen silent because there hasn't been much movement from GSC.
Sucks to hear
So there is tons of outdated mods on nexus.
What date should i be looking for
Was it anything updsted past march 19th thats orob all good
Sadly it's all over the place.
Anything past march 19th is 100% good. But there are plenty of mods from December that still work. It just depends on what it's editing and if GSC patched anything.
Mkay i guess i just gitta test em one by ine
U reccomebd doing it on my main save or a new one
Because i know i have access to every gun on the main save and every ammo type but i dont know if thats because the game backlogged to an old version and thats why its working
If your testing mods that dont add items and your keeping the ones that do you can do it on old save
It's only if you remove a mod that adds injected items.
Like OXA for example. Or Mutant loot.
Hello guys i'm trying to make import new mercs models for gamma
but i can't find a good ogf converter to fbx or obj
where can i find that
Im confused so to test the old mods that dont add anything on the old save, i need to remove the mod that adds items?
This channel your in is for Stalker 2.
oops yes my bad !!! sorry !!!
So there are 2 ways you can test stuff, Use your old save and check to see if the functionality of the mod is working then move to the next one. Just don't remove any mod that adds items that don't exist in vanilla S2.
Or remove your ~Mods folder and create a new one. and slowly add each mod checking in between if they work.
Either way it's time consuming.
ok so to test it i should first 1. rename the oxax files to nothing, check to see if the command works 2. then i should check the mods that i have that are old one by one on the old save, and delete them if they dont work or updating them if they have an update
or just delete the oxax filed that do not need to be renamed an reinstall the respecvtive oxe files that shouldnt be renamed
Or you use my personal method, Start completely from scratch only adding this you know are updated. Then add anything questionable one by one after that.
This is prob the easier option since i think Oxide already set everything up for you.
Good luck
Awesome.
dont know how to test the longer days mod, death screens doesnt work, but damascus knife does, no clue how to test the even longer days
That one works
And it's kept up to date.
ty
im having issues with simple mod loader this is giving me the biggest headache
so i installed teh loader into the paks/ ~mods folder
i load the game up
i enter the command to load the flashlight customizer it says this
mod entry sucessfully added
failed to save mod list
yes
gamepass
i also did the thing where I put it directly in the engine ini
didnt work then
like the flashlight is working to how i like it, i just cant pull up the ui menu with alt L and adjust it and i have to enter the command every time i reload the game
also i got the ui thing to pull up finally, but it always says failed to save every time i try to click sav
reload the game it says this
flashlight not working
now my engine.ini file got changed
this is what it looks like now
git the engine ini fixed
everything working as should
no idea how to test equalized aim x and y
last thing i needa test
i have my engine ini set to this now
and in game it says this after reload
flashlight mod still not working
was there a mod that changes the way stats are being showed? instead of words, uses numbers?
also a mod that shows the current buffs?
Your playing on gamepass?
If so:
-- IV. ModLoader does not save mods I've added via "mod add" command! --
Same issue. Saving modlist wont work. You have to add it manually in config.
a) Open or create Engine.ini inside "%LOCALAPPDATA%\Stalker2\Saved\Config\WinGDK"
b) Add following section:
[/Game/Mods/S2HOCBootstrap/UModData.UModData_C]
ModsToSpawn=
Now, instead of executing command
mod add /Some/Mod/Path/Mod.Mod_C
you add mod path line to the config, like this:
[/Game/Mods/S2HOCBootstrap/UModData.UModData_C]
ModsToSpawn=/Some/Mod/Path/Mod.Mod_C
ModsToSpawn=/Some/Mod2/Path/Mod2.Mod2_C
and now mods will autoload.
Outside of that I'm not sure how to help you, May need to do some research online about how to set them up on gamepass properly.
Wide Screen (Ultrawide) HUD Fix (r457hud) has been reported to cause crashes on 1.3 Not sure if that report is correct though.
setup engine ini asthe read me says and ur message
still says this
this is what i have it set as
It's adding the intensity ect?
BP_MOD_FLCustomizer.BP_MOD_FLCustomizer_C try that instead of the GSV one.
[/Game/Mods/S2HOCBootstrap/UModData.UModData_C]
ModsToSpawn=/Game/Mods/FLCustomizer/BP_MOD_FLCustomizer.BP_MOD_FLCustomizer_C
ModsToSpawn=/Game/Mods/OXA0X/ModActor.ModActor_C
[/Game/Mods/FLCustomizer/GSV_FLData.GSV_FLData_C]
intensity=25
radius=1
attenuation=2000
color=(R=1,G=1,B=0.913009,A=1)
color_temp=5200
sourcelen=0
inner_cone=50
outer_cone=65
specular=1
indirect_int=1
volscatint=0
lfalloff=6
shadows=false
deepshadows=false
volshadows=true
dynshadows=true
fgshadows=false
rtshadows=false
loc=(X=10,Y=0,Z=0)
lightmat=None
ies=/Game/light/textures/IES/T_17_50_65_7.T_17_50_65_7
Delete what you have and paste the one above.
And let me know if that works.
Np, If anything else pops up let me know.
now i just need to replace those values with the ones i like
ty foir all the help the flashlight customizer read me and the simple mod loadre are not descrptive enough
Correct. This is what I use:
Yeah, Gamepass functions differently so it makes it overly complicated.
intensity=64
radius=0
attenuation=2600
color=(R=1,G=1,B=1,A=1)
color_temp=15000
sourcelen=0
inner_cone=4
outer_cone=24
specular=0
indirect_int=0
volscatint=0.92
lfalloff=5.4
shadows=true
deepshadows=false
volshadows=true
dynshadows=true
fgshadows=false
rtshadows=false
loc=(X=10,Y=0,Z=0)
basically excatly what i use 💀
cast shadows does cause performance issues
i want at least 60 fpseverwhere i go
so might turn that off
The shadows from flashlights are terrible in this game, I've been playing with different setups all the time to try to fix them.
yeah
i find it so stupid that games are basically advertysing dlss so much YAY I WANNA PLAY A GAME ON A LOWER BLURRIER UPSCALED RESOLUTION JUST SO IT CAN PERFORM BETTER
Implementation of DLSS and other upscalers has made Developers/Companies lazy. They spend less time and resources optimizing their game because "Upscalers will make it playable"
yep
now the next thing i wanna do is implement a reshad but like only have it affect ingame not the ui because i really like what clickrad did with his reshade, i just hat how unsaturated it makes the pda and ui icons now
This is what I use
I found Clikrad to be too orange.
Be aware, Reshade can have a large impact on performance in S2. Make sure you go to Addons and disable Generic Depth and Effective Runtime Sync.
i like the orange filter the game kinda has its easier on my eyes and its part of the style of stalker
i was looking for a reshade that was less realistic and more art orientated
okay thats a lot of numbers what does this do
It's a reshade .ini It's what Reshade will load settings from.
The same thing you get when you download Clikrad.
You can have multiple .ini and swap between them through ReShade.
how do u think i can use clickrads and just adjsut the color saturation a bit
i want it to still be a lil colorful but i love the grayness of his reshade
I mean, you can deff do that, You'd just have to balance the color changes
(mostly want the blues and oranges of the ui to pop a lil better
i just like
i dont know what settinsg do what
You'd have to mess with RGB values
That's a SS of Clikrad settings btw
This is clikrad.ini
This is MHM.ini
prob have to adjust the midtone and highlight saturation
Yeah, depending on what you want changed.
yeah mostly just want it to be a tiny bgit more colorful
figured it out
it was the filmic gold setting
turned that off exactly what i want
changed it to cinematic colors
perfect balance i found was the ilter "old elegance"
Yeah you can do a lot by changeing the LUTs
It's the only way I play S2 now.
i thibk i like everything but the pillhead changes
What don't you like about them?
i feel like its too much idk its like just too much shit to learn and prob someghing id be like jesus this is alpt
That's kind of MHM as a whole. Weapons have deteriorated variants that cant have attachments or be upgraded. Unique weapons have largely been removed from their original locations. Same goes for armor locations. Weapon and ammo stats have been changed. There are some new ammo types. ect.
It's much harder than base game imo. You need to plan ahead. Get all your consumables together, Bring good ammo, Maintain your gear with the new repair kits.
It's a very different way to play. Highly recommend though.
I think imma do one more modded playthrough with my mod list i have the moment then try modular hard mode at one point
Are there moments in modular hard mode u feel like os hard just for the sake of being jard
or is it pretty fair
I mean, It's hard. I play with the Master mode add-on which makes it so I have to go to certain locations to save. Which makes me think about how I'm going to fight things more so I don't loose 40 minutes of progress.
You walk through a door and theres a dude with a shotgun.... You dead.
It eases up a bit with better gear but it still maintains it's hard gameplay.
So idk, It's definately going to be subjective. If someone blasts me point blank with buckshot... I should probably be dead.
Well i like games like that im a huge souls fan boy and i love games like dayz, doom, sometimes tarkov
But theres fine like between hard being unfair and hard being fair
I find it more hard than unfair. There are normally ways to put yourself into advantageous positions. Or you can walk yourself into a kill box.
But you'd have to try it yourself and see what you think.
Mkay wisj i could like test this stiff side by side with like maklanes overhaul mod but modular always needs a new save
Yeah, You would have to start a new game and swap out your ~mods folder depending on which save your playing.
Your going to learn really fast if MHM is for you. Starting a new game with no gear will show you lol.
where can l find a mod which fixing iTheon's tasks bug in PDA?
when you take any from actives, but it let you took another one bellow or upper
Question
Is mhm compatable with shays modulat living zone
Are you planning on using the MHM AIO version?
How hard is it to add a custom unlockable marker to the PDA map? It would be nice if artifact spawning anomaly fields had their own marker to go back to when I am artifact farming.
You can mark up to 10 things by holding tab and choosing an icon.
Or do you want more than that?
I was hoping for a new map feature that would automatically and permanently mark artifact spawning anomaly fields. I was interested in if it was feasible.
Ah, kind of like a archanomaly icon.
Exactly! Maybe even the same icon but smaller.
Yeah, I'm not sure how you would do that but maybe one of the mod authors do. Someone will probably answer when they see this. But I have not seen it done before in any mods.
I have seen new markers in places where there were none, but they reused an old icon.
Reusing the archanomaly icon might be good enough for now. It would get the job done.
I just don;t know how you would remove the original one.
But again the mod authors may know.
Maybe just add more icons instead of messing with the originals?
Hi, guys. How may I fix a bug with impossibility to install psy-protection following main quest?
Stalker Infinity + OXA
After repair helmet even loosing active dot to this option.
XCreateItemInInventoryByID Blueprint_FaustPsyResist_Quest_1_1
try that first
Hello All modders!
Has anyone made the mod yet to have physical magazines to reload manually like in GAMMA?
like this picture
nope, nothing yet. I'd like to make something like this, but without true access to inventory contents (i.e. SDK) I don't see a way of implementing it rn
thanks!
then we wait for them to release the SDK, hopefully it won't take too long 😃
Good evening, doesn't help(
Even with Shurup?
he too
XApplyUpgradeBySID Heavy_Military_Helmet FaustPsyResist_Quest_1_1
I think that's the right SID for that helmet
Heavy_Duty_Helmet for the black one
awesome
might need to be equipped or somethiing, haven't used that command before
and maybe you know how to change stamina recovery parametr? just doesn't work
Unfortunately that's not really my area of modding, wouldn't know where to start
Ok, still thank you!
No worries, let me know if you have any other issues 🙂
By the way, when I can find names for armor?
like this.
does anyone have the latest AIGlobals.cfg file?
From 1.3.1 Fmodel
How difficult is it to make an audio mod? I want to change the base emission siren audio with the silent hill siren to give it a "darker and more emergent" feel.
lol, That would be great
Very complicated
You need to make a Unreal Engine Wwise Soundbank
Not longer possible to replace just .WAV files
Well crap. Guess I need to find some places to make a mod request for this then.
you could give it a shot using Wwise tools to convert to .wem. Just gotta get right version
and if it's .bnk, you could inject wems with something like FusionTools or wwiseguiutil
Ya thats a bit over my head lol. But thanks for the info.
There is @fluid monolith working on something like that
Oh thank God. I miss the old emissions vibe of "oh shit RUN".
Every time I hear the birds in S2 I instantly run for cover.
Can't seem to break the habit.
I had the same reaction the first time it happened to me ;-;
if the ever release the SDK would it be possible for someone skilled enough to make a mod that turns the PDA back into a handheld item like gamma?
depending on the extent of the SDK yeah it's completely possible, but we won't know till if when or how SDK.
man i hope one day
Isnt it technically that now? I think ultrawide see hands
It is, It's just super zoomed in
you cant move around tho
yeah I was gonna lean to that
I think chadman means the animation and making all the interfaces on the PDA without it layering the camera off to a UI
yeah thats all i want tbh the ability to move with the pda out and press a button to bring it up to the face
so i can see the map and then get a mod to remove the compass
I mean technically you're not wrong, I suppose we could potentially do this already, but it would be pretty difficult.
The biggest issue I see is having the pda in hands pre-zoom, I don't think there's any animation for it.
So we just need the npc animation and have it as a quest item
yeah if we hack that into a second stage animation that could work 
cause essentially that's how it's done, stage 1 brings it up, stage 2 zooms it in.
Basically make it a required in your hand before you can turn it on

Or, You know. Wait for an SDK and do it a 1/4 of the time.
Not going to let myself get dragged into another project haha
The easiest way is to make it an item with it's own keybind like the detector.
But SDK
Use ADS as zoom in and out
Yeah I don't feel the "space race" urgency to do this, but when the SDK comes around I got plans.
It'd be a good qol feature
Ideally you would press the PDA button they don't even use, and second press would bring it to full.
Also random moment where it won't work the first time so you have smack it on the side a couple times to turn on 😄
We can hope that this feature will be an actual feature when they introduce the statistics tab 
I like how Gamma does it and it requires batteries, and emissions and psy storms cause it to glitch or the pulse turns it off during emission.
I could sit here all day and list off things I scratch my head about.
yeah same
