#╟⚒stalker2™-mods-making-discussion
1 messages · Page 51 of 1
the thing is they have it ready.. but no socket
like
????????????
ADD A SOCKET
It's like 3 buttons in UE
Yeah the ward guy at the 3rd scanner spot has one
The PDA as a 3d object is a cool idea but would take a lot of work, the current system is a static 2d widget so you'd need to convert the entire thing to a 3d widget
Honestly, Idc about the a life system, Idc about qol or anything else. They HAVE TO fix the stupid AI.
It technically exists for the npcs so it's in there already somewhere
Just wouldn't have the screen be active
The pda is a prop I think the 3d one.
I mean I could probably try re-enabling the movement system when the PDA is out
The problem lies with stage 1 of the pda
Most people run with stage 1 out
The other thing I wonder is, Yes we see hands on ultrawide. But how much of the hand/arm is rendered?
Fov change and restoring movement?
Just the fingers probably
Nah there's arms
Just like the Ace's weapon fov
The arms/hands don't really mean much though, it's still a 2d overlay like the pause menu
So floating actor arms? Wouldn't it be possible to just drag it out then?
Yeah it takes over the camera frame
its not being co-ordinated to any in-game object
the PDA itself would be blank, and the UI is pasted over it
Yeah that's why the 2 step system makes sense you have to pull the prop out so you can still move but once you stop to look you're stuck
What's the functional difference between that and what we've got now?
You can still see the map in stage 1 and it updates
Yeah that would be ideal
i mean you'd have to re-create the whole map setup as a 3d widget that's anchored to the PDA
which I suspect is VERY sdk territory
Is there a way to mirror info from a widget
not if it's not active
What if you made a stage the stored last know image of the widget of the map mirrored it and the continued the widget
like I can't get weapon durability info without the weapon's item info widget being visible
How are you reading or telling it to get this information?
The old build had some commented out sections for minimap
No idea if any of it actually works though
Thank god they didnt do a minimap.
I listen for all ItemInfo widgets then pull from the text field that displays current durability %, then check what slot that ItemInfo is being projected from to determine which weapon is being looked at
Well I was just thinking if it could be overlaid on the pda prop
Might bypass the issue with the full pda menu
I get it, Was a side thought.
I already disable the compass. Minimap would be too much lol.
actually, I don't think you'd need to use the existing map - we have the map, and we can get player co-ordinates...
Right I was thinking this too
But aren't we still in PiP territory? Cause you using a dummy prop and putting an image on it.
Also, How do you get around the FPS drop when your in the pda ui.
Cause right now I think it caps at 60fps when the widget is up.
You can thank the devs for rendering the map at such an insane quality, that's my only guess
the FPS cap might just be added in because the reduced rendering requirements mean framerate can get silly-high
and we wouldn't actually be rendering the PDA, just a map on a screen
yeah cause the rest of the UI would stay as is when zoomed in
cause changing all that... 
currently at least
Eh, I still think it's a wait for SDK type of thing. But if anyone wants to try I won't talk you out of it lol.
I'm good lol, still can't think of a means of rendering it as a 3d widget onto a PDA object
I think we have enough problems tweaking and maintaining the existing can of worms we've already opened
speaking of, why does FaW change ItemGen?
Haha
Because I brought back their old npc spawner and they have old itemgens
It seems they might have additional bp functions, because some odd behavior happens
so if it tries to call an old itemgen it'll refer it to the new one?
would it not be easier to just refer it to the new itemgen references?
Yes, but the vanilla itemgens are extremely dumbed down.
Which is funny
That and the old spawners don't have split out subclasses
So it's a faction rank spawner, then itemgen splits out the class types by weight
all the props relating to the PDA
MHM looks like this, but Ani already heavily modifies them.
Idk if any of their odd behavior will be lost by changing the structure. I kind of doubt it, but don't have enough test data to know.
I was just struggling to find the originals
like if I search for 'Battle_Mercenaries_ArmorGenerator' I can't find anything
By odd behavior there occasional weapon switching. Dead bodies that noramally haven't been found in offline along npc travel paths from lair to lair.
Those are mine haha
This is what it shows that's animated, I am probably seeing this wrong, but this is what I've found.
but what pulls from them?
like if there's no references to the SID 'NPC_Exoskeleton_Coprs_ArmorGenerator', how does it get utilised
Is the function that calls them outside of Gamedata?
generalnpcobjprototype defines the old spawners and what itemgen they call.(DutyNewbie). Then that decides a class of weapons and armor based on weights
I guess I shouldn't say that I also had to add them back into NPCSpawners
There's a handful of cfgs I had to edit to bring them back I suppose haha
basically everything that calls that npc into the spawner pool I'd imagine
Just like everything in this game, everything is layered and full of spaghetti
NPCSpawnerPrototypes lists in the template a BP we don't have access to that same bp exists in the old build too. I suspect it has more instructions for the old spawners before they split them off to be individual class spawners.
yeah that BP holds all the data we could break this game open with in terms of AI
So now FaW 1.6 has fun lair territory fighting and owership and npcs finicky weapon switching and dead bodies in offline on random occasion.
oook I think I get you, so NPC_Exoskeleton_Coprs_ArmorGenerator isn't referred to anywhere except for in a blueprint
No the armor generators are just ones I added
the npc that would use that Generator* is in the blueprint and calling that npc wool is tying this item gen to that call.
They're at the bottom
I just don't follow how the new item gens are being called then
if they're not called by the blueprint, or anywhere in GameData or FaW
These call the main item gen
Then the main item gen has weapon class and armor generate for that npc per rank
😄
It's a big circle of fun haha
If it worked its how we would be able to import animations/effects/PP
The armor generators just spit out different sets depending on weight that's rolled
This works the same way, it's pretty straight forward once you see the loop.
So now Wool should set it up for MHM completely 
or did u get that patch already done?
I linked them into ani's weapon/armor gens
But it's still calling the main itemgen (DutyNewbie, etc) and then picking a class subitemgen
It works, whether it breaks the odd behavior I don't know yet
I don't think so because the three bandits after Richter were shot at by the guy inside with a UDP 😄
Blasting them through the window
I just got to watch and finish them off
Would it be easier to create two versions; a vanilla one with custom generators, then a mod-friendly one that just uses refur?l
that way you don't need to update it?
Oh I tried refurl to override whats there
breaks randomly
some npcs wouldn't have guns and would have 1-2 of each medkit and rand consumable. Other times they'd have a weapon outside their rank.
Then trying bskipref they were more stable, but you'd randomly get full inventories of 500 & 999
I need to figure out how to get the NVG noise filter back. It's so strange looking through it and it's just completely clear.
U+ Probably disabled something related
Yeah for sure.
Yea I noticed this too, I think the latest update did something
This is why engine.ini edits as a mod suck
I may just disable U+ I'm honestly not gaining anything from it.
Could have just packaged up the UE4 hotkey stuff and the runtime changes and left the rest as normal ini files to be edited, but that's just my opinion.
The easy fix would be switch OXA to UE4SS
the problem with that is Flashlight customizer needs simple mod loader
And running both together is problematic.
Probably a fun role for him
lol
Aw I better rewatch this shit again for the bazillionth time

wtf is that lol
It's Tom Hardy as the evil villian in Star Trek
I forgot about this one lol.
Is there a fix for dead bodies playing audio?
do you mean the groaning/talking/mutant noises? or the physical impact noises?
cause I make an attempt at fixing some of the physical impact noises, needs more fine tuning that I'm working on
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1117?tab=posts
There was one that just set it so the body collision sounds couldn't be repeated for like an hour
It broke the 'body impacting with floor' sound but I preferred that to the DDUDUDUDUDUDUDUDUDUD of shit clipping
yeah I forgot the name of that mod, but I'm trying to just fix the dudududududu
before last patch I was pretty close, then they added a min max timeout 
If that's the one it hasn't been updated in forever
guess I could make a vairant with no collision sounds if that's what people want.
They should just have a function that if dead body keeps making sounds respawn it a couple of meters away from map/objects
Unless it's colision with the player
It won't be any more odd than corpses taking off like they're short range missles half the time
Added No body collision sounds.
moaning/grunting, The Alive status sounds.
GSC bug, not sure we can do anything without removing that audio entirely, which is not ideal.
Figured, Drives me nuts.
we can hope this hotfix has that included it's been mass reported to oblivion
Hey ! Been a while but any news about potentially getting an SDK release date ?
:p anybody got some cool retex for weapons?
They are cooking and can't share more information at this time
Basically every answer is this
Yeh so we ain't getting the SDK this year basically
Id be really surprised if we did
Really hoping they plan on actually dropping it... I'm pretty sure many players just stopped playing waiting for it to release at this point
3 weeks to get a hotfix for some quest bugs. It's going to be awhile
The oven for the cooking takes time.
so, have been wondering. i was told that the devs were planning to add full modding support for the game, but if that's the case, why don't we have any custom weapon/equipment mods or anything?
They have not released the mod tools yet.
Hello. Any solution of this?😆✌️
you have old mods
A mod is an edited config file; GSC also updates these config files with each patch. If you make a mod with v1.0, then it includes the entire config file from that version, not just the bits that you want to change. When you apply that mod to v1.3.1, it overwrites the new config with the version from v1.0. Sometimes this crashes your game, sometimes it makes your weapons invisible, sometimes it causes random instability and CTDs and you'll have no idea why
Moral of the story; don't use mods that are older than the current version (with a few exceptions)
Do you mean always oxa's or any other mod?
By the way is the mod from 7 april 2025🙄
I just checked. I installed oxa v2.2.
Any mod; OXA never caused this issue outside of a handful of DLC weapons
Got it. to solve the problem I should remove the other mods one by one to figure out what is the cause of the problem right?
or just check their last update date
checking last update date is the best way of doing it. Even if you solve this issue, if you've got outdated mods they can cause all kinds of bullshit
Last update date of oxa or mods that i installed?
your other mods
(this isn't an OXA issue)
last major update to Stalker2 was March 18th
most mods that haven't been updated since then will cause issues in one way or another
It’s any mod that edits weapons for the bug you’re getting. The mod is calling for the wrong weapon names and can’t display an asset for them because those weapon names no longer exist.
So anything that edits weapons stats or visuals.
Anything pre March 18th that edits weapons will cause this issue.
this is my situation. Looks correct right ?
literally half of that entire mods folder is outdated
Longer Sprinting, Ledge Grabbing, Faster Reload, More Sideweapon, whatever francislouis is, the mutant health mods
Then I didn't understand. The dates must come after oxa's date and not before? xD
this is nothing to do with OXA
ignore OXA
any mod that is OLDER than 18 March will cause problems
Basically the issue is that there have been patches to S2 since those mods existed. If they don't match current game configs it will end up causing issues when you use them.
In some cases cfgs haven't changed with recent patches, but you'll want to check the mod description to see if they mention compatibility with 1.3.1
Fantastic! Tomorrow i will check one by one. I learning a lot!!🙏🙏
no worries, not a lot of good info out there so ask away 🙂
man i need something to reduce anomaly damage, them mfs all 1 hit kill rn
highly annoying
Good day!! I removed all mods execpt oxa and put again one by one. No loaded a old game and no issue. No i will start a new game with veteran . I hope everything will go well😆✌️
Glad to hear it, let us know if there's any issues
I got my first night visor. I equipped on quick acces as i see on guide . Press N but nothing😆
oh, just press the quick slot key
the guide gets updated regularly so if the one you have says 'press N' to turn them on, you need the new version. N now opens the calibration menu once the NVGs are turned on (with the quickslot key)
My bad i have that version. But still does not work. May i change something in controls setting?
when you open the inventory, do you see a maintenance/repair widget on the left?
ok, looks like the modloader isn't set up correctly
are you using Simple ModLoader or UE4SS?
Simplemodloader
Ok, did you run the activation command after loading the game?
Just the first time. Then i removed all mods and put one by one as i said. Maybe should i put again ?
Probably worth trying
Ok i ll save. Restart the game , load a game and put the code right?
Yea that should work
if you open the console twice, it'll change view so you can see the log
and it'll tell you if it's loaded the mod or not when you enter the command
can anyone help me regarding installing ultra + on gamepass
Did you figure it out?
ye
Good morning everyone, i am having troubles with installing LNA npcs with attachments mod, it is dependent on OXA which i managed to install succesfully but i cannot seem to be able to make LNA work. I even tried removing every mod, unistalling and reinstalling the game and starting a new save.......i'll attach some screenshots hoping a wiser man than me can help me with this.
Your console command is wrong.
mod add /Game/Mods/OXA0X/ModActor.ModActor_C
Your also missing 2 of the localization files.
You need all 3 in the OXA zip.
Your also on Gamepass?
it seems that unfortunately i am. Regarding the two missing localization files i have seen that having those would break the whole localization of the items, with only the .pak one everything works just fine. Dont ask me why that is because i do not know
i'll try fixing the console command
wait
If using Gamepass, go to %LOCALAPPDATA%\Stalker2\Saved\Config\WinGDK. Edit or create
Engine.ini and add the following;
[/Game/Mods/S2HOCBootstrap/UModData.UModData_C]
ModsToSpawn=/Game/Mods/OXA0X/ModActor.ModActor_C
The console command wont work on gamepass.
done that step
the problem isnt with OXA, it is with LNA. OXA works brilliantly
I'm just going off your images.
i just dont see any NPC with attachments on, i started a new save too, roamed around Zaly to see if maybe i'd find anyone with attachments but nada
Did you unpack the files at all?
idk why they are showing like text files
Same with OXA03
Actually a bunch of them are
Yes i had, i dont know why they do that either, i just upgraded my pc with new hardware too, and the 5080 serie isnt going well unfortunately
I would replace those files with new ones and check again.
Cause they shouldn't be showing as readable if they are repacked
this is my Engine.ini
Looks good.
ok i'll try that and keep you posted, really appreciate the help bud
ok i removed all files, downladed them again via nexus, unpacked with WINrar, just to be sure i copy pasted your commands both on the console and on the Engine.ini again. this is the result
This is my unpacked mod folder, where i've got all the zipped mods i'd like to add LNA still shows like a readable file (?)
And this is my mods folder in the paks of stalker 2
That is so strange
i tried for 3 days following the instruction on both nexus pages to no avail, im quite new to modding aswell so i definately out of my expertise at this point 😅
no i manually unpack and place them
all the mods in the list above were working fine, OXA included, cant find the way to make LNA work
@hazy ivy @median quest Have you ever seen this?
Rename LNA to 101_P like you had it before
It has to load after OXA03
ok will do
So your not seeing any attachments on weapons. Did you start this on an existing save or a new one?
And who have you checked so far.
When town guards are spawned they get stuck with what they spawn with. Only newly spawned guards will be able to have attachments.
so in my 3 days shenanigans i had downloaded LNA after OXA, so i started it on an existing save. Then i tried to do all the fixes mentioned above and started a new game file. Now im checking on that existing file which im in Zalissya. i could try now and start a new one, get to Zalissya and see if it worked
XCreateItemInInventoryByID GunBucket_ConfigNPC_10_46 0 1 1
use that
see if it works
in the console or Engine.ini?
console
and shall i start a new file?
try existing
ok
if it spawns with attachments LNA is working
Tried that and it spawned this in my inventory. Checked the NPC in Zal and they still have no attachments but im assuming that is because they have already been spawned when the mod wsnt working?
So starting a new game file now should do the trick right?
It should yes
Those NPCs are guards. Once they are spawned the game remembers their loadouts
So unless they die and are replaced you won't see attachments.
Or the game decides to spawn new ones.
ok i will try later today, im really thankful for your help tho, solved in a matter of minutes what i couldnt in 3 days 😅
No worries, any other issues let us know.
How far are we from creating a weapon system like gamma in hoc, I loved the grind to get a single good weapon and in this game you find one throw roubles at it and it’s perfect. It feels way to arcade’sch gameplay
Do you mean the weapon part system? Or do you mean repairing a weapon and it being viable the entire game?
The weapon part system
Depends on when they add the promised SDK. Nothing like that is possible now.
Or no one has figured it out yet and made it public.
So I guess it will happen soon, now that we got the info that they want to release the sdk next 😂
Yeah, We will have to see what the SDK allows.
Hope it won't be beta SDK for a year
lol it'll be beta SDK forever
but we'll make it work
Also, controversial opinion, RPGs should 2-shot pseudogiants
yes, its an easy kill. Is it justified? Yes, because you deserve some compensation for hauling 10kg of dedicated antitank weaponry halfway across the zone
That or a harness to lower the weight
Like the Freedom armor
So i started a new game file, just to be sure i used the console commands you told me before and rushed to Zal, still unfortunately no NPC with a single attachment, and i checked them all 
@median quest @hazy ivy Can't seem to figure this issue out. Hoping you have some insight.
Give it a little while, they're not super common
Do you have anything in your mods folder that's not mods you want to use?
You can't 'hide' things anywhere in the stalker directory, they need to be in an entirely separate folder
I've only got the mods i'd like to use, i keep everything else such as the zipper files of said mods in another folder on another storage unit
Also, are you using the latest version of Stalker
Yes, for now i'll follow your advice and keep playing for a bit see if i encounter any npc with the mod on.
Hmm I have no clue on what could cause it, since it works with spawning commands
You could try the debug file on nexus and see if it spawns attachments. Since that one should spawn alot of NPCs with attachments! If it doesn't, you could try the debug version and type in "XCheckGameData" in Main menu in console and if you crash something is cached, but using that should clear it
The normal version is 1 in 90 to spawn with attachments on newbie rank
I was scratching my head this morning trying to figure it out.
Went through every step I could think of.
Hi, really appreciate the help you guys are providing, i'll test with the debug file and let you know.
hey yall most mods should work with 1.3.2 right?
Its only quests that changed
ok i've tried with all of the fixes, and the debug file, it now works perfectly. Cheers guys
Enjoy.
@grave kite just wanted to say this is the best mod ive played of this game i wont be playing it any other way
Guys, could anybody please do this:
"T_GLOBAL_MAP_BASE was updated in 1.3.1. Go to current game files. Use fmodel to extract. Filename T_GLOBAL_MAP_BASE"
is there any mod that fixes half of the enemeys in the game just standing there without a weapon and not fighting back
been happening since SIRCAA
someone wants to take a look at dlc and returning areas?
haha
nothing just wondering
Why can't you look yourself, actually? 
Wide of the mark question
If I could do it myself, think I'd have done that already instead of waiting for local impotents
Good thing it is already done by those who can do something but to spam emojies ^^
Talking about these two clowns obviously)
Kind of ironic calling the people who can do something you can't impotent.
If they can do anything - they shall do that or give no fk.
if they have time to post useless emojies - ye, they are impotents :3
So because they don't want to spend the time to do something for you specifically that means they aren't busy doing something else because they can take a few seconds to read your message and press an emoji button?
Got it.
Makes sense.
Nah, you didn't
If you spent your time and energy putting into finding out about the maps instead of putting it into creating nonsensical petitions and namecalling, you would have been done yesterday
now your chances are even less likely that somebody will ever help you on here
talking of clowns, eh?
Apparently sarcasm is lost on you.
It is already done by this morning, try to learn to read, pal
Apparently constructing logical structures is not your story
I need that gif...
Whut
Sec
Not that I know of. It's a Vanilla bug without a known fix.
I don't get it
But alright 
who cares anyway 😄
bro is triggered by the laughing smiley
i just found it funny cus it was a copy of what billy said on reddit
and u need the other 2 files u forgot to mention too
u didnt copy the full sentence where billy said what u need to extract thats why i did laughing emoji
😭
holy redditor
U r a bit silly so you don't understand the thing
Im not triggered by the smiley itself
I'm surprised that dudes on a spectacular S2 forum choose to put a reaction to a message 'bout "let's get this file and see what's interesting in there" instead of doing something useful
And that reaction is "lmao"
The only question is "what's funny in that, kek"
What do you need them for? I'm only interested in the map. And dude said, that only one map - "BASE" - was updated.
ait ait cool oke oke i get it
djees, gotta remember who i react to and not to go deeper and just provide with yes or no
all this for a laughing emoji and cus i asked why you need it? cut location that return? i couldve just told you without a map lol
you di not just say , “whats funny in that, kek”
Im just saying maybe if u asked and then just was more polite people would be more willing to help you. The people are really nice here. Its just like u came in here and started demanding shit and you expect the mod huys to be just drones to do your bidding, maybe ask hey could i have some help maybe extracting this file where would i start
bro thinks this some room where a bunch of people at desk are waiting to receive something and do it without question just a yes sir or no sir
-> someone wants to take a look at dlc and returning areas?
-> so? im just curious since i saw a mention of it on reddit
-> ait bet yeah i know they out of my head its xyz
but nah u gotta go say:
-> so?
and when i say i was just wondering why you go all: "Good thing it is already done by those who can do something but to spam emojies"
and all Құрғақ did was ask why u cant look yourself, its not hard to do afaik
its actually wild u come out of nowhere, call people "local incompetent" and "clowns", we didn't even say no or anything just wondering why you need it or don't do it yourself wtf
Anyway, it's a useless talking after a full day of doing nothing
dont come over here calling people incompetent or clowns
There u go, guys, who love to post book-sized messages
reading hard yeah?
Yep, that's the file you've been asked to lf this morning, but chose to put emojies instead of doing that
Good day y'all
Reading useless texts is, ye
please just leave, you bring no value here
Pls don't cry, start being useful
oh
ye
its too late, kek
Dude's been here for less than 24 hours and just chooses chaos.
did u just say be usefull to me? you see my role buddy?
The thing I chose at 7 am was "hey dudes, there is an interesting file, could smbdy get it?"
got no useful reaction
got useless reaction instead
asked "wtf is that"
Got tones of text "ooooooh u so toxic why come here u baad"
dudes, its like Im in a circus
Mr Biden? D:
omfg, in gmod that looks just cringe xD
Yep, that's the door, go
bro whats wrong wtf, all im saying is i woke up, saw discord after a bit, read that message and remembered billy's comment, found it funny -> asked why -> u said so? like the first thing after i asked and when someone asked why not do it yourself you went on rant about local incompetents and clowns
can u really not see who is at fault here?
He didn't get what he wanted quick enough and needed to lash out. It's ok. We were all children once.
why did u have to be so pressed when asked for a bit more info? u think its normal to lash out to people u ask help for ON THEIR FIRST MESSAGE
like u give us no room to explain or go deeper, u dont give us the answer and u do the opposite, you insult us?
whats wrong with you?
dont feed the troll
what u expect to happen here? like i go "oh sorry senpai yes im the local incompetent clown that has a modder role" please dont hit me
i shall do your bidding?
i would ban yo ass if i was a mod and didnt receive an apology for that temperature room iq you got
use your head next time
I understand that your intellectual capabilities are not enough to understand what another person is saying quickly, so okay, Ill repeat this over again:
My reaction is not connected to the fact I got no help. My reaction is connected to that fact that I god useless reactions (2) to my question message. I've ctrl-c'ed that to repeat that when you wouldn't understand the meaning of these words again.
There was no asking for "more info", there was "haha" and "wtf you wanna that for?", which is completely useless. Srsly.
Nothing, I already gained the file and even shared it with locals.
So your angry that you didn't get what you want, Got it.
I got help from the dude who chose to do something, thats it
My reaction is not connected to the fact I got no help. My reaction is connected to that fact that I god useless reactions (2) to my question message. I've ctrl-c'ed that to repeat that when you wouldn't understand the meaning of these words again.
bro, if you get butthurt just over emoji reaction, I would really question YOUR intellectual capabilities
It's ok, Sometimes it takes a bit to get someone willing to help.
anyways, this is mods making discussion
Try learning how to read texts dude
True, true
There are still as actual in your case,thats the tragedy
my elementary school teacher called and wants that counter back
For it not to get lost

I like the dedication to copying my name over when it can just be Dry
Warned clearvall for: Learn to behave yourself in a civil manner. I see you calling anybody an impotent or implying someone is stupid, you're muted. Again, and you're out. I suppose you'll have to ask for modding help in the official STALKER 2 discord then
Warning: 1
And while I'm here, as a small note, don't act high and mighty over having an orange name 
he called me incompetent and to be useful
@fervent stratus @grave kite @hazy ivy @thick widget @crisp bolt and everyone else, i guess. Im talking to a journalist, same guy who made the STALKER Infinity piece, and I think hed be interested on doing a sort of QA of our modding community here, what we think of current mods, and the limitations of the current implementation without the SDK. What yall think?
Oi sounds good, count me in

yea what he wanna know
well see i invited him to add me on discord, then well take it from there. Perhaps making a group of sorts for the QA
sounds good, keep us posted 🙂
Sure I'm good to answer questions if I can
when porn mod
You'll probably have to wait a few years for that
Let's see what the SDK makes possible
you're gonna be waiting a lil while 😦
currently no means of adding new materials or animations
no materials means no meshes
my honest reaction to this information
It'll happen though
Oh I know eventually
an Unreal is a lot more friendly to modification than X-Ray
so I'd anticipate an explosion of mods once SDK is out
Does UE5 has free models to use?
Like, i.e., we would want to make a flare with animations, igniting effects e.t.c. Would we find a model in UE5 base, archive, whatever?
Not as a part of UE. You can probably find resources online, but how transferrable they are remains to be seen as GSC is using a modified version of UE5.1
When I try to import a modified arm texture into UE, I end up with this weird texture (UV ?)
Has anyone had this problem?
You broke the materials. Can't add new materials into S2 yet. Have to wait for SDK.
Ok thanks for the information
I have got a question regarding Modular Hard mod: When I am deciding to not use OXA and SImple ModLoader, do I take the Lite Loot Module or can I use the FUll Loot one?
the main issue with simplemodloader is the debug console not working at all for me
doesnt work
I tried everything, changing that, changing my keyboard to another language
the console doesnt show up, but simplemodloader kind of works though
^Steam
(I am not that dumb) 😄
I spent like 6 hours yesterday to fix it, I dug through the nexus forums but no solution worked on my end
I have UEtools installed
Your best bet is to ask about the modules here https://discord.com/channels/912320241713958912/1310297745679978496
And if you want to troubleshoot OXA more try here https://discord.com/channels/912320241713958912/1322530320494628945
its mainly not about oxa
Well, there isn't a SML chat and since the reason for the issue is not being able to activate OXA because SML is not working then your best bet is the OXA chat.
Oxide is pretty good at troubleshooting issues.
sounds logical 😄
solved my problem, found an ancient old console enabler and its files, deleted them, works fine
I am sorry for bothering you, dummy dumb dumb goes back to play stalker 2
All good, That's what these channels are there for.
it was really strange because I like literally took all mods except simple mod loader out and still console didnt work
and when you know that you cleared everything and then you look through your folder and you like, run in your head through all the mods you installed
it really was something that prevented the console
not the mod per se because sml worked fine
the plugin is very poorly implemented
duplicates mods on update, uses alphabetical load order (which is overridden by numerical load order), forces some generic mod merger on users as a bandaid fix
I hate bloat loaders. I would probably still manually put warcraft add-ons in if I still played.
algum BR consegue me ajudar a instalar o gamma?
Wrong thread bud, this is for Stalker 2
I'm not fluent in English, can you help me find my way around here?
Você pode tentar traduzir isso para o português. Mas a instalação é fácil, tente o seu melhor
This is the mod channel for Stalker 2
Mb
No worries just didn't want you waiting for an answer in the wrong channel 😄
Hello, I've encountered a problem that zooming in on the scope enlarges the entire screen. Is it possible to make it so that the zooming only happens in the scope? Like in Tarkov
Also that's a screenshot from gamma
Hello everyone.. 🙂
Stalker 2 oxa mod..i was playing and the consolle to fix weapon and armour just disapper. Any idea ? should i do something? 🙂
Open OXA settings with LeftAlt + 0
Check MHM mode is OFF and Repair System is ON
ok i accidently activate MHM mode...
in game ?or any location ?
good question! I don't know 😛
I don't know if the save settings are save-specific or not
in-game is how I intended it
Will i display something after alt+0 ?
oh yea it'll have to be in-game I think
and yes it should
a little window should appear
if not lemme know
And also how turn of this ?
i turned on with left shift + M 😮
ahh, i think that's an older version of OXA
my game is strange XD
Simple ModLoader or UE4SS?
simple modloader. Let's do step by step please... 🙂 how should i disable mhm ?
ok so first thing is to make sure OXA is the updated version
Shift+M shouldn't work in the latest version
could you post a screenshot of your Mods folder?
yea so first thing is gonna be to delete all those OXA files and get the new version
Ok i'm going to do right now. Where i can find new version? same link of the old one ?
yea same page
Btw, all these mods are outdated and shouldn't be used, you can find newer versions on nexus
the original uploaders abandoned them months ago and they haven't been updated for the latest version
done copy and paste the newest.
But all theese mods worked
till today i touch shift + M ... XD
When a mod is made, the modder takes a config file that already exists, edits it with their changes, then packages it back up. The issue with this is that these original config files are often altered when the game is updated. When you load an outdated mod, the new config files are overwritten with whatever version that existed when the mod was made. In most mods, even if a single line is changed, the entire file is still overwritten.
This can cause all sorts of issues as the game expects certain variables to exist in each config file; if variables have been added or removed in an update, the game can no longer find them, or gets the wrong values. Sometimes this is obvious and the game won't even load, or meshes become invisible. However, outdated mods can also cause more subtle changes that cause bugs, instability, and seemingly random crashes. This is why I always strongly recommend only using mods that were created or updated after the most recent major update (v1.3, March 18th).
ok i cut off all that mods. Now shoud i put something on the consolle right ?
might not have to
if SML has already loaded OXA, it should be ok
try loading the game, then once you've loaded your save, LeftAlt + 0
perfect
arrow keys down to MHM mode
then arrow keys left to turn it off
and turn repair system on
no problem 🙂
I would test to see if it actually saves the settings
❤️
had a couple reports of the settings not saving when the game is restarting
yes..i'll fix one weapon save e re load..
Works...now it's just crushed...i think it's noraml for stalker 2 🙂
anyone got config files from 1.3 or 1.3.1 tthat can send it zipped?
yeah I have that, lemme send it to you
anyone got 1.3.2 config files? that can send it zipped?
I think this guy upload it to nexus https://www.nexusmods.com/stalker2heartofchornobyl/mods/1016?tab=files
in case you still need it, I can send mine when at home
@sharp meteor oh that ones great, just what i needed i think ty
@minor cedar it seems to be fixed but ty still.
will let you know if it isnt what ekkaia linked
Anyone knows any engine.ini fix for the "dissapear-re-render" buildings in Pripyat? More noticeable in Energetik square.
At least for me, I change my view to right, back to left, and buildings take a second or two to "re-render"
If I turn around too quickly I get corpses respawning and falling on the floor, i dont think there's much we can do about the hyper-aggressive culling
Best is when theres a bunch of corpses in offline and you start running there direction. Sometimes they get physics applied and shoot off like cannon balls
personal favourite is how Snork corpses spawn with their sounds still playing
This is every mutant for me. It drives me fucking nuts.
there is a grab mod "like skyrim"
i usually grab the bodies and throw them in the lake
I can also add something to that. Building lods, especially in Pripyat are really bad. Not to mention their reappearing while looking around but just look how they look via scope from a distance. There are no shadows at all and textures are horrible, you can see giant pixels on the walls and they look like a textured in Minecrafts 16x16 px 
First time seeing lods that bad in any game
I don't know if the game is fixable with this amount of fuck ups in the nearest future
Engine is broken as hell
The crane scene in Garbage was fucking horrific, I'd have just scrapped that whole section
absolutely embarassing display of how fucked the game is
My god yeah, it was terrible
That CNPP 😫
I cannot get over how tragic it was
How things like this came through the testing phase
20fps whilst the CNPP is constructed by a kid on minecraft in the distance
I know they rushed it but really, they were blind or what?
It's a damn cutscene as well, literally nothing else needs to be running
Trailers had no problems like this, peopably they maxed everything up in the engine to render these scenes
I've gone through all the stages at this point, hype, mild disappointment, denial, optimism, and now I'm just annoyed
Every render 2 fps and they stitched few renders to get 60 fps trailer
That's my assumption
if I'm being brutally honest, they did a really shitty job
I really love the vibe of the game and we finally have an open world stalker game but those things are incredible immersion breakers
The story's the strongest it's been in the Stalker series, sometimes the world looks amazing
"YOu kNOw TTHYE HAVE A WAR, StOP cOmplaIning
but come on, it's a fan-made remaster
Interiors are fucking nuts
They really nailed them
But outside it looks like a garbage
Hope that they would fix some of these, or maybe modders via SDK but I'm worried that these problems are rooted deeper
Engine problems
Main issues at this point
- LOD is abysmal
- NPC spawner system is crap
- No new content besides a deer
- Vanilla weapon customization is a mess

haha oh yea!
which is a shame, they could've had it like OXA with 1-2 weeks of work, and with proper animations and everything
I'm just glad others did all the weapon rebalancing, I get real bored doing stuff like that but I'd have had to if no-one else did
there's no point in having a couple dozen weapons if you can only use 3 of them for the last half
- The amount of cut content is outstanding, they cut 1/3 of the map, half of the features and around 50 side quests
I don't wanna bail but its getting really frustrating trying to add anything to OXA when my toolkit is the equivalent of a single screwdriver and a set of pliers
A screwdriver? More like chewing gum and 2 toothpicks.
I'm trying to pull damage data and so far my only way in seems to be literally measuring the size of the health bar and detecting the damage effects that appear on the HUD
Another thing. Hmm, we have nearly completed 7.62x39 machine gun - RPD. What about throwing it into trash bin and make PKM a 7.62x39 gun?
Yeah great idea 👍
That's the level of GSCs foolish decisions
Stalker 2 feels like a group project at university
due date is the end of the year
one guy put loads of work into it
everyone else shit the bed and did the rest 3 days before the deadline
One man project for passing to Masters degree
That's everything because GSC is a mix of young people with different levels of skills tasked with a job to make a game with no plain planning
There are barely no one from the old GSC
really is a fan-made remake i guess
Looks like yeah
im just salty, very unproductive day
I'm polish so complaining is in my blood 
But we both have valid points imo
I'm sure that there are some people from GSC on this discord
And they are reading
I assume they already know how fucked it is
no-one's standing on that crane and thinking 'fuck yea, we nailed it'
Yeah but if there was more complains they should feel the pressure more
We are counting on them
They promised to fix the game and should deliver it no matter of cost
I doubt it tbh, games are just another way for venture capitalists to make money now
all the people who care about it have no real influence
Or hope for a better future 🤪
yea, you need to walk closer to them
instant fix, anyone can do it, amazing 10/10
GSC has solved they pop in with really good smooth lod show up
But they forgot that lumen is shit and half visible lods are flickering and fuzzying
My god X-Ray was light years ahead
Oh I forgot that lod pop in is still there btw
If I'm not mistaken lumen support for vegetation was only added after UE5.1
i may be talking out of my ass though
The lumen surely affects vegetation
That why we have flickering lighting on grass and trees in the distance
Walk the foresty area in the cloudy weather and watch the discotheque which makes the lumen on grass and tress all around you
If you know what I mean
Flickers everywhere
Oh i meant in terms of LOD stuff
but yea Lumen's pretty dependent on ray reconstruction to do plants n shit
Ultra plus was really good at getting rid of that with GTAO AO
And Advanced Lighting Mode
But I'm not running U+ anymore, just Yerts ini
Ultra plus even on default settings was a severe fps consuming for me
its gotten much better now
it performs and looks really well
Tried it few days ago. Getting 25 with and 49 without
ah on epic?
yep
yeah U+ on epic is too much
I prefer using P40L0 engine.ini with few lines added regarding the flickering lumen
oooh
send this pls
im using yerts
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=0.015 r.LumenScene.Radiosity.HemisphereProbeResolution=16 r.Lumen.ScreenProbeGather.TracingOctahedronResolution=16
Much less foliage flickering
And the engine.ini is here https://www.nexusmods.com/stalker2heartofchornobyl/mods/17
So basicly thats mine
aye nice
Hey, do any of you guys now the code names of weapons that are used in game files? like for example GunViper, GunAKU, GunM16, i need one for AS Val but i don't know if its GunASval, GunVal or what
ok its gun GunLavina
Hello, I can't install a save manually for Stalker 2 on the Game Pass. If one of you could help me, thank you.
whats the difference of better ballistic mod and FUBAR?
Hi, do you know how to get aes key? I failed to get it with AESDumpster tool.
Pretty sure they removed the encryption that required aes key
Do you guys know a simple mod that adds the possibility for some existing scopes to be usable for some weapons that were previously unusable?
OXA is too complex, and MWSO is buggy. I also tried Customizable Unique weapons, but it just don't work. I just want vanilla+ experience, honestly nothing much, only for AR416 and GP37 to be able to use RNBW 2X or PAO 2X Scope, AS val Open Collimator sight and Im happy
Thank you!
I do not, I think most people just use OXA and disable the repair systems if they don't want it with the in game OXA menu.
Oh do you can disable reparing system in OXA? I need to find out how to use it.
Left alt + 0 Navigate with arrows keys.
i wonder why
i followed the guide on spawn tools 2 mod
put the mod in LogicMods and i have UE4SS installed but i cant bring up the debug looking menu
i replaced UEtools to UE4SS
May be a dumb question, but what version of UE should I download for making mods?
5.1
Woah, what is the size of unpacking all the pak files?
Okay that looks like that might be an insane size....
Yea there's well over a couple hundred gig
You're not gonna need massive chunks of it so you can just delete them afterwards
I have about 25GB unpacked
Anyone have a clue why when I put console commands in, they seem to not be unrecognized but seemingly do nothing. Some work, but most seem not to.
What are you using to enable console? Some have their own commands.
UETools, something simple like godmode isn't working
UETools has it's own god command I believe.
XSetGodMode true|false
Yea, that does nothing. Like I said, it doesn't not recognize it...it just doesn't do anything.
Do you have anything like SML or UE4SS installed?
Not sure, The only thing I can think of is bad files/install or you still have something from SML messing it up.
It's also possible GSC changed something on the back end and broke some of the commands.
Do you recommend me using SML over UETools? I might just fresh install.....again.....lol
I use SML because it's required for some mods I use.
Hello, I want to ask a question about refurl. I'm changing EffectPrototypes.cfg. Is there something wrong with the way I'm using it? I saw someone mention that some files can't use refurl, but I don't know how to tell which ones. I'm a bit confused right now.
MediumHungerStaminaRegeneration : struct.begin {refurl="EffectPrtotypes.cfg";refkey=MediumHungerStaminaRegeneration} ValueMin = -70% ValueMax = -70% struct.end StrongHungerStaminaRegeneration : struct.begin {refurl="EffectPrtotypes.cfg";refkey=StrongHungerStaminaRegeneration} ValueMin = 0% ValueMax = 0% struct.end
Couple things
First, fix the typo :p
Then it depends on where you've put your new .cfg file. Generally if I'm editing EffectPrototypes.cfg, I'll make a folder called EffectPrototypes in the same folder as that .cfg, then put my edited cfg in that folder. In this case, your refurl will be ../EffectPrototypes.cfg
The other way you can do it is to put your edited cfg in the same folder as the original, and name it something alphabetically after it (I find a suffix works well, like EffectPrototypes_ModName.cfg). In this case your refurl is just refurl=EffectPrototypes.cfg
"../" basically just means 'look in the folder above this one'
You can unpack OXA03_Standard_100_P.pak to see how I do it if you like
If you're still stuck, ask away
Thank you so much! I'm going to take a look at how you wrote it.
Off the top of my head you don't need the quotation marks, but double-check my application as I'm not 100% on that
I removed the quotation marks and checked the file path, but the issue still isn't resolved. I noticed that in your file, the code using refurl=../EffectPrototypes.cfg is always within the definition of a new struct, but my code using same name as the original struct of the game. Could this mean that the game is still using the original struct instead of my new one? What's the relationship between the struct defined through this code and the original struct? If it’s not too much trouble, would you mind explaining it to me?
Thank you!
Screenshot what you've got so far and I'll take a look
Hello sorry to bother i recently managed to get Oxa armory working but when i load the input string into modloader it works but gives me cant save modlist is there a fix or do i have to reactivate it each time i want to play thanks
I referred to some other examples, and now it's like this. I changed the value from -70% to 100% to make testing easier. If it work, my stamina should recover quickly when while stronghunger.
Problem solved. It seems the problem was caused by other mods I had installed. After I removed them, everything worked fine. Sorry for wasting your time over such a silly issue.
I Just have to type mod add /Game/Mods/OXA0X/ModActor.ModActor_C also i cant use the repair system the keybinds for the repairsystem only work if i set my keyboard language to english, i use a azerty keyboard i decided to turn it off i'm happy i get to use the extra attachments and NV only if u know how to fix having to start the mod each time when boot it would be abliged Thanks
its also not letting me disable the repair system cause for it to save it requires me to restart the game
Are you on gamepass? There's instructions on the sticky post in the comments on the OXA nexus page that may help with getting settings to save
There's some issues with the repair system since the latest update, I'm hoping to get a patch out after I'm back from work. I'll add the numpad keys as alternative keybinds whilst I'm at it
No problem 🙂 btw you still have a typo in 'EffectPrototypes', it's missing an 'o'
Yea i'm on gamepass sorry my blind ass dident look well i guess i was 100 percent certain i was pressing 1 2 3 4 5 on the azerty keys but wasent working prob the actuall keybind is something like & é " '( Thats why it wasent working i suppose
That's ok 🙂 check the post, see if that solves the save issue and let me know. I'll add the numpad keybinds anyway, only takes 30 seconds
Nice cant wait to try it out 0 also needs to be set to numpad to open menu
Should work LeftAlt and O, 0, or numpad0
in French azerty layout i tried alot of keys but none seemed to work nor for activating the repair kit or opening menu
i think that actually keybind is not a numpad key but something else thats causing issue like u said
Oh my god, I just noticed this issue. Thank you so much!
& é " ' ( Iis 1 2 3 4 5 on my layout
i could prob fix it with razer synapse and figure out what the actuall binds are xD
I'll take a look, might not be tonight but if I can figure out a simple way of choosing whether youre azerty or qwerty I'll add a toggle
Still this error
or i'll wait for update and then it doesnt matter having to re enable it evrytime
i can just add 10 k trough console for repairs so its not that big of an issue i just tought it would be something simple or mb its me being retarded rofl
You're missing the first line
[/Game/Mods/OXA0X/DataStructures/SaveData/BPA_OXAsave.BPA_OXAsave_C]
The square brackets mark different sections of the .ini
That line tells the game that the following lines apply to OXA0X
Oh and you might have to just edit that section instead of doing it in-game
In which case you just set MaintRepairWidget_Active to False instead of True
MaintRepairWidget_Active to False instead of True
where is this found
nvm xd
dno then but its fine as it is i'll just have to reactivate it evrytime i'll just ignore the repair stuff i tried loading it in online mode on xbox trough launcher and still this error or last thing i could try is with UE4SS and not modloader $
i fixed it now i by moving modloader files from Mods folder straight into paks folder sorry i'm noob at stuff like this
thanks for help
gr8 mod btw
Ahh good catch, think I need to double check the quick start guide as I'm not sure the instructions are correct for the SML directory
i blindely trusted on nexus crap and i actually went back to the quickstart guide and only added those those stringsmentioned
so there is nothing wrong with the quickstart guide i guess
only when i try to turn off repair system off now everytime i open and close the doxa menu its automaticly turns back on and when i close the came when the slider is red it doesnt work so dno but its fine as is thank u
or is there a button to save the menu ?
it always goes back to default
@cyan cloak Report
What kind of retard clicks on something like that
Anyway this could be a Gamepass issue, for some reason it can just refuse to add any information to save files that isn't from the vanilla game
Do you still have that new section in the engine.ini?
Yeah lemme know if that works
It works now but changes made in game to the menu still dont save repair mechanic is off now
so i'm happy
i would save 1 2 3 4 5 to an english bind but it will fuck up my other games i'll just rebind keybinds to english keyboard in stalker if i want to try repair system
thanks
this is how it look now
🎉
Anyone available to run v2.2.7 of OXA before I upload it? Just gotta make sure the repair widget displays
I Can help
but i have xbox rofl
if its borked i can screenshare to make sure its correct
i installed new version i cant open the menu on xboxgame pass but i can see armor plate etc in vendor so i assume its working if u want to have a look hmu might be cause of that one line i put to false
is there a mod to unlock or acces all the pre order and deluxe editions weapons i cannot acces them even trough console ?
Nope, it's considered piracy and not allowed on Nexus or here
i clicked the wrong channel im a retard
Really wish that ambient music replacing would be easier after SDK drop. Currently disabled game music since it gets boring and repetitive pretty fast and playing Radiostalker playlists as a background.
Changing music was much easier in X-Ray, now we have like 600 audio clips to change
They have gone silent for quite a while now
Hopefully they are cooking an update
And mod kit
I hope for engine update ngl
That proably won't happen till maybe one of the dlc releases if not after
Any pointers on how to use LocalizationSIDs? I'm trying to use ones that already exist but it's not working properly and displays this nonsense.
MHM has up to date localization but it would depend on what mods you have that are adding or editing items.
I'm currently trying to make my own little mod and just figuring things out along the way, so it's a general question since I'm a little lost why the games default LocalizationDB has the SIDs I'm trying to use, but dont work properly when I use them.
So if I refer to the LocalizationSID with just the base effects it displays correctly, however when I use my custom effect it doesn't. The syntax for the Effect itself is identical to a working one excluding effect id of course. In other words, it works minus the correct displaying of the Localization.
Has anyone figured out how to make custom weapons yet? I think I might've found a way to do it, but I'm running into the 'ol EXCEPTION_STACK_OVERFLOW anytime I spawn it in. It was actually almost working prior to me separating the relevant .cfg files, but even without the SDK at the moment, it seems 100% doable and potentially without mod conflicts as well.
I was able to make a custom variant (not edit, actual new weapon) of the KRISS Vector chambered in 9x18 with modified stats. I actually managed to get it to work as well. The only other issue was getting the localization tied correctly.
Ani_HVX aleady figured that out with Modular Hard Mode, so far it's possible to give them custom textures and stats
Like totally new weapons and not just editing the available weapons? I haven't seen anything like that just yet and neither does MHM implement anything.
If you mean something akin to your Vector variant, then yes MHM has been doing that for a while now - all the "worn" weapons are actualy their own entities in .cfg files. but only with vanilla meshes/animations far as I know - no way to make weapons with 100% custom assets yet.
Yeah, pretty much. AFAIK MHM doesn't have any custom weapons. I've dug through the configs and haven't seen anything non-standard to Vanilla aside from stat edits and whatnot. Not dogging MHM for that at all, though, it seems modding is very limited without the (hopefully soon) SDK.
I reckon we don't have any way of incorporating skel meshes into .pak files just yet?
wait, which MHM version are you using here? 2.0.8 definitely has custom entries in weapon config files such as PlayerWeaponSetupPrototypes.cfg
I'm also not aware of how animation data works in UE5. I did some light weapon modding for KF2, which was on UE3.5, but that's about it.
Most recent one. Am I just daft and missed some entries?
can't say I can really answer that, sorry that's not my forte.
most of the custom weapon entries are in PlayerWeaponSettingsPrototypes.cfg or WeaponGeneralSetupPrototypes.cfg, they're located after GSC's default weapons
oh my god im a fucking idiot. the deteriorated weapons
i was just thinking to myself, "how has nobody even created custom unique variants at least by now?"
which, in fairness, is still true, but it already has been figured out
well, thanks for sparing me the waste of time it would've been to write a whole documentation on this
cheers, brotha
all good, we kinda learn by trail and error anyways lol
true indeed
im also assuming that using additional configs (e.g. PlayerWeaponSettingsPrototypes_Custom.cfg) is a clean road to issues, yeah?
even with proper references, it was consistently crashing my game over and over until i merged the entry i made into the already existent configs
references being shit like {refurl=../CharacterWeaponSettingsPrototypes.cfg;refkey=TemplatePistol}
nah, using refurl to create new configs is a totally valid.
I think there's some issues here with your implementation, refer to this for a guide on how to use refurl: 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
or if you want to see how functional refurl is used to create a new item (or modify existing ones), check for Oxide's OXA mod on Nexus
Ah, alright, I think it just might be my computer. I don't know why it was giving me the stack overflow crash until I inserted the entries into the main configs. I figured it'd be easier to sort out any "custom" entries to avoid mod conflicts in the future.
The ref example I used was from a vanilla S2 config file. Fwiw, it wasn't directly tied to the example I provided above it
Either way, thanks for the guide though, def gonna bookmark that for the future
10 fucking years later and i finally got the localization figured out, jfc
nice, gj
btw forgor but for your mesh question, Oxide here is the man when it comes to this kinda stuff
wat
skeletal meshes are fine, materials are the problem
GSC have used some weird implementation of materials that differs from standard. So whilst we can add meshes and textures, we can't package materials, so we can't link the two.
so unless your weapon is supposed to have a greyscale checkerboard appearance with no ability to interact with light sources, you're out of luck til the SDK is released
RIP
Thanks for the info though, brotha. I’ve been eager to learn UE5 development shit, but I think I’ll wait till a proper SDK comes for S2.
That Notepad bit is pretty accurate, with the exception of nobody using Notepad for modding I think
How long in realtime is a day in Stalker by default?
2 hours?
1 hour
any proof that a co-op in gamma works?
Co-op stalker will never be brother
would be amazing but it will just kill the game
its just not the atmosphere
S2 coop. Where you and your buddy trade places between Skif and his faithful blind dog after each death!
Skyrim Together exists, and despite being a buggy and unbalanced mess, it's loads of fun. I don't see how a cooperative mode for any edition of STALKER would "kill the game", really. Anyone entering a game in coop that is originally intended to be a desperate and lonesome experience understands that they won't get the intended effect.
Worst case scenario, you get the usual shitters who dishonestly brag about their achievements or prowess.
for STALKER coop to work, all you need is slower pace and harder combat. Force the players to play carefully and share resources. MHM with STALKER 2 coop would be great
!mp
@oblique spruce
Read this: #╭📖faq message
1000% agree 😩
on the topic of modding:
Does anyone know what the GeneralWeaponSetup param actually refers to in ItemPrototypes\WeaponPrototypes.cfg? The vars match identically with weapons' WeaponPrototype SID/struct name, but I'm having trouble creating a universal set of config files to refer to to clean up file count and also avoid potential mod conflicts.
I'm assuming that line is internally set to search within WeaponData\WeaponGeneralSetupPrototypes.cfg to find the specified SID?
What are your thoughts on this
not sure what you mean with this, mod.io integration is basically confirmed since launch trough the game files
Well the question still stands
I'm not a modder myself but haven't heard good things about mod.io
they also will have steam workshops integration, according to offical roadmap
and mod.io is basically the only reasonable way to go if they want cross platform mods
those console players about to go nuts with mods
Maybe this means also an in-game menus mod integration (this is how modio works in another games). Good news for players. Most of them will not being interested on following modding, but... search in a simple menu and one-click inside the game? Much more "users"
There was an image posted a while back of exactly that. Not sure of it's authenticity though.
I'm just hoping that it's not restrictive in terms of more extended mod functionality, it'd be nice if mods that are currently UE4SS/modloader dependent work with it
Hopefully they will have the mods list dependencies like Bethesda does with the Creation store.
Total Conversion implies stuff like brand new storylines or even free play like in Anomaly
RIP Stalker 2 SDK if they end up having the same guidelines
look at the last lines
You can always host on Nexus of course, but its telling about the mindset they have for their modding scene, probably to keep console parity and stuff
if this is the case for S2, you can bet your ass that SDK is gonna be ass
Hmm, That's a bit worrisome.
Maybe that's just for official hosting and the SDK will still have the tools.
So they don't have to check scripts etc. when doing the approval process.
thats the cope, i really hope so
It feels like its basically the same thing as what they already had when they released the trilogy last time, which feels could be because of how console deals with the game itself? The game could be modded the exact same way as the original games, and there was no sdk. The guidelines that were given when that came out was very... eh. Lacking. With SDK, feels like S2 should be different to that.
I'm hoping we can add more mutants with the SDK. I have a few mutant ideas I want to explore once the SDK is released.
In the worst case also. I really doubt they'll change how anything works with what we have right now. So for PC, we'll still be able to do stuff
I doubt they would remove access to configs. But if the SDK doesn't allow us to access additional functions to work with besides visual stuff we won't be much better off than where we are now.
What is Anomaly programmed in? I have many many many great mod ideas and tweaks I want to make but I don’t have too much experience outside of C#
Ou wrong chat nvm
Damn i was writting on Stalker official discord thinking i was here
ShouldGenerateStashClues = true added to npcs
i guess can mean mutants dont generate Stash coordinates
indeed
@fervent stratus What was these DLC clues in the game files?
i hope Ani gets around to updating MHM soon ish
and OXA
and Linx

FUCK DOES ANYONE STILL HAVE 1.3 INSTALL?
ah nevermind, foudn a backup lol
okay yeah i need someone with 1.3 to get some files from fmodel for me
hm im just not sure anymore, if they really changed anything to the weather curves. If someone can get me those 1.3 files id appreciate it
theyre located in Content/Light/Curves
theres a modpage for that
Do overhauls (MHM, Deso) are working after 1.4?
probably not
Damn
Thought that these changes would not interfere with them
Will see if my game will run after i come back home but I'm afraid that it wont
near finish of ward playtrough xD
right, keep forgetting about this thanks.
nope, MHM does not work confirmed by Shay.
@broken sluice chat about modding in here where modders reside 24/7
A good amount of mods will break with this update
already did 
Not a modder but wanted to confirm that I've gotten Desolation to work so far along with NewGameStart, Shay's Roaming Professions, Shay's Trade with Anyone, and ledge grabbing so far, still testing with more, but after running with SC2 merge tool i only have some minor localization issues.
youre definetly overriding a bunch of 1.4 and 1.3 changes that way. You might not see it but itll catch up at some point. For example all the new mutant behaviors will be overwritten
youre basically playing on a frankensteined version of the game mixing changes
ah gotya ty for the heads up
np. Im really considering reviving Desolation somehow
if DeadlyStrike gives permission to make a patch
It definitely helped make the game feel more lived in, I managed to cobble my own little anomaly/gamma-(super)lite collection so far and it's been more enjoyable than vanilla.
Edit: Ah, so I did find so far the looting behavior was affected, they just freeze up. But the new cover and mutant animations seemed to had worked (so far). Gonna hold off for now though just to be safe, new game start seems safe-ish so gonna stick with that for now. Thanks for all your hard work peeps.

