#╟⚒stalker2™-mods-making-discussion
1 messages · Page 52 of 1
(Also sorry for the forward lol, a bit under the influence and for some reason associated your discord name for the mod maker lmao.)
No problem. I also have corrupted saves because of Desolation
I'm 3/4 of Ward playthrough and your suggestion sounds interesting but as Ace said I don't know if it's worth to Frankenstein my game
Yeah, I was already seeing issues with their looting behavior, though some new features did work, though to what extent I'm unsure.
Also getting crash after every death because one of Desolation updates so maybe it's better to start a new game nevertheless
Damn o7
We got a big discussion about that crash because I was not alone with this but without DeadlyStrike (Desolation creator) it's impossible to fix it
It seems like there hasn't been any updates on his nexus in some time. I saw OXA had a variant but it still depended on the base files.
It was crashing my game when I tried to start it too for some reason.
Desolation is frozen atm
Creator have real life difficulties
Ah, I see, very unfortunate. 😦 I liked the direction it was going, it was definitely going towards a more hardcore survival style. Just even the addition of random junk, irradiated and spoiled items, and repair stuff, it adds a lot to the base experience.
Me too, other modpacks are doing similar things but Deso was the best for me. Zivaka is making his own modpack on Desolations foundation
I'll have to keep an eye out then, thanks for the suggestion stalker! 😄
Good hunting Stalker!
Likewise, may our loot be plenty! o7
Nevermind, Simple ModLoader is now updated for 1.4
Ахуеть
@celest crag
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Чтоб мемами срать надо заработать
А за что йоу
my game crash evry time i try to start it with the new update
Were you running any mods previously
ye
i disabled them but it still wont boot it crash on shader warmup i use vortex
i would press verify and repair and wait for mods to update but i'm scared it will remove my save file
do u know anything i can do
maybe delete archive completely
i got it to work by deleting the archive and and all the folders manualy thanks
Its probably because of simple mod loader.. That one is not compatible with 1.4 and its files are stored outside the mods folder.
Simple ModLoader is updated now (as of 15 May 2025)
Guys, anyone knows how to make a full shader recompilation?
I mean the long one
Something is messed up with my lighting
Okay, UE4SS was causing these, strange
The 5 people still.playing stalker?
One step in the right direction for modding on consoles
Has anyone experimented with model swapping anything yet?
yea it's possible, but since materials can't be created you gotta use one from something else so it kinda hits a dead-end
So you couldn't just swap both the textures and the model like with texture swaps? Dammit. I tried getting a different model knife in earlier but it crashed when I pulled it out
so the material is the link between the textures and the meshes
I don't know a whole lot about how they function, but they can't be created in UE5.1 without whatever changes GSC made to their build
Damn, now I'm tracking.
i mean it's not a definite 'no' - I only know enough about Unreal to do what I need to do
Furthest I got was importing a 'new' mesh - it was an early attempt to add the unique attachments as standard ones, and I extracted the mesh from the Margach sight and created a new item from it
but it had a greyscale checkerboard 'missing material' appearance and I couldn't figure out how to work around it
now it might be a different story if you're just swapping one item's mesh for another, but in terms of creating 'new' items in addition to existing ones, I think it's not possible right now
The problem for me is I don't know a damn thing about unreal either, just how to texture and model. Even just getting a texture replacement in game was a learning experience for me since I had to figure out a way to get the model into substance painter.
I'll look into trying to get the mesh from the knife and see where I can go from there following your footsteps a bit
Fmodel can export in these formats, dunno if they're any use
Yeah I've gotten there so far. I was using the psk format to get it into blender, then export as fbx into substance. I just need to figure out how to get the right properties of the model for importing into the game. When I looked at my model in fmodel it didn't have nearly as many lines in comparison to the vanilla game knife
Blender import obj and gltf without problems
Hello, I'm back
What's this I read in the dev notes about a beta SDK?
I've been gone for... 4-5 months? Would anyone kindly write a concise summary of what's now possible?
Okay, I'll put it another way. When I left, refurling was taking off, everyone was excited about an accidentlely leaked exe, and S2 modders were liberated. So what's up?
🙂
Hi Ace
Most modders are burnt out and fed up with GSCs updates lol
I'm aight. Everyone's just waiting for SDK to be announced any time now
It says it was "in beta" with some "modders"
Not yet
That's about as clear as an emission
I see
Well, better go back and maintain my current mod. They must have added, or changed some voiceline tags
Nothing advanced there. Just very boring
Plus, I've still got a bunch of SFX for our project, for the future, that need mastered in a studiio
Yeah they changed a bit how chatty enemies are
Ahaha
They made them less chatty, and I saw they added some new variables to the gile
File
Check it out
I'm currently reinstalling
So maybe at some point this month
😛
I had to give my system a good cleaning, and start using proper backup software
But I putting Stalker 2 into my backup image, no fucking way
I'm working with 3 TB
If I didn't exclude the steam folder from my image, I wouldn't be able to backup shit
What the hell did I just click on 200... and some GB?
Even with 1000meg being mainviened into my lan switcher
That's gonna take a few
Relevant
Still waiting on those Emission SFX man ahaha
Whilst you wait here's a drawing I made of my morning
LMAO
It was a warning from god
Clean your fucking room you neckbeard
I got... very fucking lucky
My deskmat will just have to smell like the ashy slopes of Mt Fuji for awhile
F
Luckily my PC fans can switch between push/pull and I made a script for such an occassion
1-0 to me, God
you are now in the presence of the most well known stalker 2 modder
you will be deducted 10 dolalrs per minute for my attendance
your name is on a list i forwarded to molit together with 13 others
For shame
for invite to sdk testing
Thank you
i have to come clean and mention there is a 2nd list with more active modders since u where away for a while that i also forwarded to molit incase his team lead said 13 is too much
but no worries i straight up told him im gonna invite uninvited modders as part of my personal modteam
tbh it kinda did its own thing for a while now, havent worked too much on mod past few weeks
i just planted the seeds in the s2 discord hha
and now every gsc answers emoji reaction has alife under it
You're good at sowing
wym?
Steam reviews, some people are not happy with how S2 is broken after 6 months
For reference this is the first review I saw today 
tbf though recent review is still Mostly Positive....which is concerning, a review bomb needs to happen lol
Importing isn’t the problem, it’s exporting into UE with the same values.
It's mainly because people don't know what they're looking for.
Can't seem to find a full polygon version of the usp, I know it's marked as udp, but the only full polygon version I can find is faust's
Testing vanilla builds was so boring and the instant spawns nearby was just depressing lol. I feel sorry for the people that played the game through that way.
wouldn't disagree with that.
This is the only one I can find and it gives lame horse vibes.
looks more like the LOD model than anything.
Yeah, for sure. It seems the full polygon version is nowhere to be found
It's gotta be in here somewhere
The knife I used was in skeletalmeshes, but the udp comes up with what looks like bones maybe? Here's the comparison between the two
Oi
Did u kno:
That TOS

alright, okay my bad
@scenic light when u read this, see dm
Wrong chat
oh, sorry
@dense swift mods!! Help!! He's giving me free steam gift cards!
The fuckin combo of the pfp and the scam link is glorious
OMG MODS PLEASE HE WANTS TO GIVE FREE STUFF TO ME
I'm running into an issue getting this 416 replacer to work in game, it's just showing the vanilla texture. Unlike the USP there's no texture folder for the 416 which I think might be the problem.
it seems like its in Stalker2/Content/_Stalker_2/weapons/sturm_riffle/ar_m160/T_ar_m160_D.uasset
doesnt have its own texture folder lol. so much for consistency from gsc
That’s where I put it, but it’s not replacing :/
Well shit.. Thanks for taking a look. I’ll mess more with it tomorrow and see if I can get something to budge
You can take a look at other mods which are replacing those textures
I poked into one, but it was from a previous update when the folder was referenced as 416 instead of m16. I guess they changed that?
seems like some people got ahead of us and made community letter to GSC about the enhanced edition
Anyone here have experience dealing with the people who run stalker2mods.com?
??????????????????
not going on that site until i know if its legit lol
That’s my point, some of my files were uploaded there.
this is the website
i wouldnt bother myself too much
doesnt seem like theyre getting any traffic. last mod was uploaded on 6th december
Nah, it was the .com one.
stalker2mods.com goes nowhere to me
Stalker2mod.com sorry there wasn’t an s
i see
again theyre super outdated
the version that they reuploaded of my mod is from december
they do get some new uplads tho
I just released both of my mods this week and they’ve already been uploaded
yeah you might be shit out of luck. I dont think whoever runs this oage is gonna give a fuck
very scummy
i sent them a msg to take down my mod
Fuck.
Thanks man, I appreciate it
Which one is yours on there?
Dynamic Weather Overhaul, Weapon Reposition and Real Longer Days
I like the cut of your jib. I've been using 2/3 of them.
Thanks man! :3
real longer days was the first mod i installed, it is a god send! dunno how they thought the default day cycle was ok...
can you comment out lines of code in a .cfg within a mod?
or do you need to delete the lines of code instead?
commenting is fine but i think it uses # instead of //
ah nevermind im stupid
it does use //
had me going for a sec there
my brain already no worky and that almost broke it lol
thanks for your time and help Ace 🙂
haha its either # or // or <!-- or --or /*
i get confused too
It's like the world has an aversion to making consistent schemes 
In a single file I'll either have to use // or <!-- to comment at work.
// for javascript
<!-- for the rest of the aspx
I use the right click dialog option on every individual line
that way I can get some aim-training in whilst I edit cfgs
I've also bound left-click so it plays the AWP firing sound through my speakers each time
my girlfriend keeps threatening to leave me but she doesn't understand
Someone is going to be single soon
has anyone investigated player made stashes? like the originals, deploying a backpack?
As in dropping a bag for a new stash?
Which UE5 games have SDK?
yeah, i cant stand the stash system cause its got no sorting buttons
i just want to see every bullet ive collected, or every artifact ive collected (i dont sell much at all)
and i usually (since SoC) have 4 or so stashes next to each other in each base, one for ammo and attachments, one for guns, one for artifacts and one for consumables
i really miss this system 😦
People modded those games to all hell they don't even remember what they were like vanilla
There’s a way to place practically any object wherever you want in the world during gameplay (thus not through pre configured cfg files), including interactive ones (I tested with a lamp that could be turned on and off, I assume a stash will work aswell). But I couldn’t find a way to have those objects remain in saves. Pretty sure it’s possible, just need to figure out how
As a note there have been some items I've dropped right out of my box stash and have found it days later when playing even after multiple save/loads. They're still just sitting on the box, menacingly.
so um, i was tinkering around with the trader files, and um, i change the TradeTimeLength from 24h to 3....
now no matter how far back in savegames i go, the zailisa trader (first one) has no trade option, just 'whats new in the Zone' chat
is there, any way to fix this? or have i borked my save game?
rly?
fk me my memory must be shot
How does one go about attributing a custom weapon upgrade to Technicians? I've tried referring to other mods that do the same but I can't seem to get any technician (including the AllTechnicianNPC) to have it available. Here's what I currently have.
...UpgradePrototypes\UpgradePrototypes_ICW.cfg
SID = ICW_SWAT_SMG_Upgrade_Body_3
Text = sid_upgrades_ICW_SWAT_SMG_Upgrade_Body_3_name
Hint = sid_upgrades_ICW_SWAT_SMG_Upgrade_Body_3_description
Image = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/PDA/Upgrades/Weapons/SMG/Integral/Body/Upgrade/T_IntegralU_b_a1.T_IntegralU_b_a1'
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/PDA/Upgrades/Icons/T_PDA_Upgrades_Icon_CaliberChange.T_PDA_Upgrades_Icon_CaliberChange'
BaseCost = 35000
HorizontalPosition = 2
VerticalPosition = EUpgradeVerticalPosition::Top
UpgradeTargetPart = EUpgradeTargetPartType::Body
EffectPrototypeSIDs : struct.begin
[0] = ICWSWATHPUpgradeEffect
[1] = ICWArmorPiercingNeg10Effect
[2] = DamagePos20Effect
struct.end
RequiredUpgradePrototypeSIDs : struct.begin
[0] = GunIntegral_Upgrade_Body_2_1
[1] = GunIntegral_Upgrade_Body_2_2
struct.end
ConnectionLines : struct.begin
[0] = EConnectionLineState::Down
struct.end
struct.end```
`...EffectPrototypes\WeaponUpgradeEffects_ICW.cfg`
```ICWSWATHPUpgradeEffect : struct.begin {refurl=../EffectPrototypes.cfg;refkey=ChangeAmmoTypesTemplate}
SID = ICWSWATHPUpgradeEffect
AmmoTypeProjectiles : struct.begin
[0] : struct.begin
AmmoType = EAmmoType::Default
ProjectilePrototypeSID = P918
struct.end
[1] : struct.begin
AmmoType = EAmmoType::ArmorPiercing
ProjectilePrototypeSID = P918
struct.end
[2] : struct.begin
AmmoType = EAmmoType::Supersonic
ProjectilePrototypeSID = P918
struct.end
struct.end
Positive = EBeneficial::Negative
ShowUpgradeEffectValue = false
ShowUpgradeEffect = true
struct.end
ICWArmorPiercingNeg10Effect : struct.begin {refurl=../EffectPrototypes.cfg;refkey=ArmorPiercingTemplate}
SID = ICWArmorPiercingNeg10Effect
ValueMin = -10%
ValueMax = -10%
Positive = EBeneficial::Negative
ShowUpgradeEffectValue = true
ShowUpgradeEffect = true
struct.end```
No matter what tech I bring it to, the upgrade is always greyed out as "This technician cannot install this upgrade." Is there a specific way I need to insert my custom upgrade into the arrays of `NPCPrototypes.cfg`?
The effects properly display, as well as the localization.
tech upgrades are generated at game start
Hm, so anything introducing new upgrades would require a new game?
What about the XStartQuestNodeBySID OXATechRefresh command from your mod?
tl;dr- making a custom unique weapon pack that will feature new upgrades, mainly balanced around MHM
that's a workaround that uses the same questnode structure as the one that adds the Faust psy helmet upgrade mid-game
then you trigger the custom questnode with that command
Right, right.
Even after starting a new game, the upgrade is still unavailable though.
for clarity:
|| yes, im aware the 9x18 caliber doesnt have a RIP variant, im just dumb||
are changes made to difficultyPrototypes.cfg processed when changed? or only at game start?
Do you mean at the start of a new game or every time you load the save by game start?
yeah if i make changes mid game, do they reflect ingame when i load the game up?
As with most cfg’s it should be every time you load the game, I think.
well then, im doing something wrong lol, back to the drawing board!
You’ll have to wait for the more experienced lads to reply, I’ve only done editing to ai spawns and weapon configs.
all good, thanks for your help 🙂
DifficultyPrototypea apply on mid games
ah thank you 🙂
yeah last night i seem to have made a mess of my mod swhen id had a few too many, have to roll back my changes
twas pullin my hair out in frustration today
will there be a mod that will make bots a bit more realistic in the form of gunfights? like they are using their weapons as they were at 100%, no jamming, no degraded stats, but when you kill em and loot, their weapons are usually falling apart.
On Veteran they're already shooting you with a 60%+ reduction in damage
The weapon degradation is just a balancing mechanic so every kill isn't a cash pinata
oh ok thanks
im having issues getting the start command to work it keeps saying its an unknown command? im entering it word for word and im using simple modloader. ciggarettes crash my game and medkits, aside the basic (expired) ones do nothing
Install sounds broken, could you post your mods folder?
mods, that's the issue
im using prototype with simple mod loader
reduced repair cost is incompatible
as is reasonable weapon degradation
and probably the carry weight one too
mutant loot and larger inverntory window are fine?
not 100% certain but they should be ok
also will i have to restart? i just did the side quest with the ninth?
i did start a new save after "incorrectly" installing it.
I'd advise starting again
I've no idea what changes will take effect and which ones won't if it's installed weird
and some changes are processed at new game start
give it a couple attempts, sometimes its temperamental on first couple loads
is this correct?
it loaded but all the text was fine names
and i didnt have the right loading screen
is simple modloader in Paks?
ok you'll need to run the Simple Modloader activation command
mod add /Game/Mods/OXA_Prototype/ModActor.ModActor_C
and delete the localization files from Mutant Loot
also I believe SML only initializes when a game is loaded, so the menu might look normal regardless
i had a stalekr prototype menu?
ok ok lemme try this
so
start game
run command
restart?
yea see if that gets the menu back
although with the way SML works, I'm not sure if it will or not
either way if you start a new game and open your inventory, a repair menu should appear on the left
if it does, you're all good
what about the crashing when it compiles shaders?
I've had a couple users report that after 2-3 attempts it just starts working
i think its due to the way unreal caches assets or something
IT WORKED!! MENU AQUIRED
ayyyyyyy
ok lemme get through the tutorial
lol Shift+T
when you press T on an NPC it identifies their faction
but because it's in development, I left the debug HUD in so if players find an unidentified NPC (red dot) they can send me that info and I can fix it
but that all looks good, means SML is doing its job
scientific kit isnt healing
btw the original bandages and medkits are useless now, I need to put some useable med supplies in the prologue though
has green tag. new description but doesn't heal
yes
I'll take a look
armny kits too btw
btw are you thewanderer2277 on nexus
yes!
haha figured, way too similar an issue
yeah i posted there before found the sub thread in discord
oh and yes cigs did crash my game when used from inventory but didn't work from hotkey
like at all
yea the lack of animations means certain things can't be used from hotkey
cigarettes, repair kits
undertstood but the the crash?
are they still crashing?
heavnt found any
should be ok now, the crash was because the game hadn't correctly loaded all of OXA's assets
but now everything's in the right spot it should be ok
and the non working medkits?
a fun mystery for me to solve
whats the command for god mode? theres no good medicals items and im stuck
XCreateItemInInventoryByID OXACons_MedkitT1 0 3 1 |
XCreateItemInInventoryByID OXACons_Tourniquet 0 3 1 |
those should keep you going for a bit
dunno the command for god mode off the top of my head
trail mix crashed me
Fixed in latest update, should be available in a few minutes
Info on repair tools is in the Quick Start Guide
yeah my repairt max is still 80, ive played a bit, tried to use repair stuffs but its not working right
kits still not healiong. did i not install it right?
if the repair widget opens, they'll be working. You only use Gun Oil, having a weapon repair kit in your inventory increases the cap.
just tested it and it's working fine at my end
i had a fort 221 at 45 percent and it didnt get repaired but the widget said it did
my army kit still diod nothing
should i reenter the actgivation command?
XCreateItemInInventoryByID OXACons_MedkitT2 0 1 1
XCreateItemInInventoryByID OXACons_MedkitT3 0 1 1
spawncodes for the new versions
if they work then its just the leftover ones that spawn in world that are an issue, I'll be swapping them out eventually
did you confirm this by mousing over it again and checking the durability? The yellow repair icon doesn't disappear immediately
Ill check in the morning when i log on. Gotta be up at 5 for work
does the following set/change equip/holster weapons?
ShowEquipmentTime = 1.0
HideEquipmentTime = 1.0
and if so, is larger value quicker or slower?
Hello everyone Who can share the preservation from the wild island? I was playing on a cloud service and at one point all the saves disappeared. I bought a steam game and I don't want to replay 3 cards again
Всем привет! кто может поделиться сейвом на диком острове (желательно квест с поиском индуктора?)
This channel is really only for modding discussion, try this one instead
Really nice tool
borderlands ahh shiii
im sure this is not meant to be played with
yeah still not working. ak at 78, used two oils, still at 78
and it's otherwise working normally? you mouse-over the AK, the durability bar fills up on the widget, you Use the gun oil and the weapon slot icon is highlighted, you press the corresponding number
i didnt know i had to hit the button corresponding to my repaired gun
something ha hardwritten the 'Y' key to swap primary/pistol. no matter what i do in the games settings, somehow this keybind overwrites the game. Is there any known mod that uses the Y key for swap primary/pistol OR is there a way to make a mod that overwrites everything else to the key i want to use?
hello guys:D
found a new bug, shoitgun slugs behave like buckshot
whoops, I'll fix that now
Are attachments supposed to spawn on enemy guns or inventories?
should be, are they not?
or do you mean they're spawning with the attachments in their inventory rather than on their weapon?
Niether
Just plain guns, ive made it to rostok and not even an optic found on someone i shot
You're very unlikely to find any until you reach 'experienced'
can't remember what mission triggers that
are the expanding rounds a slug too or buck?
slug
this in v2.4.4?
no, 2.4.3?
2.4.4 just got uploaded, should be fixed
also had issues with 9x18 hollow points and 7.62x54 hollow points
unable to load, the pm could load the 9x18 hp but it had a item code name
SDK Closed beta started
Were you able to get the SDK? Or no comment because of NDA?
Access only for trusted modders
Shay showed the list but who passed is unknown
Copy, thanks. I hope the SDK is good
Warned freshantussy for: We do not care + read the rules (especially rule #2)
Warning: 1
I am in the closed test yes, but there is an NDA in place so can't share details
We are allowed to tell others we're in though
thanks for sharing, looking forward for them to release it publicly.
Is there any space we can request mods to those who got access to the SDK? Tbh just wanna ask about new guns, attachments, nvgs, etc.
Ik it just started lol, but I left stalker 2 at launch to wait for the sdk
No, SDK access is all subject to an NDA
the same applies to anything created with the SDK
can anyone please help me with this
WeaponGeneralSetupPrototypes.cfg
RecoilParams
gooßd luck and have fun for those who are in the closed beta test
hi, so thank you for responding that was very kind of you so thank you again, but question here, so how do i see which gun i am changing the recoil for, since the weapons general setup prototype.cfg is a mess compared to the normal stalker weapon cfg.rxt files that i am used to from the original trilgoy and anomaly so how do i see which gun i am changing
1st thing the sdk testers need to do is put raw weapon stats back
yeah or atleast order them so its isnt a bunch of text without any sorting or spaces between each category of code so there is some differenciation between the categories instead of being stuck together
SID is gun ID
oh okay thanks
wait what software are you using to edit the txt file
VS Code with plugin
oh wow glad this is stil used lmaooo
my ai slop plugin ❤️
ehi guys does anybody know if there is an enigne.ini command to change the sensitivity for controllers? it's really a pain to play like this 🥲
Excited to see what the SDK will bring to the scene. This could be so huge.
They supposedly fixed the controller issues. What's the problem?
I have it at 100% in the menu settings but it’s waay to slow
You should double check if you're missing the last update which supposedly fixed it. You can also try resetting your controller settings
get a bigger controller
Tried both, I had this problem since launch
Well that’s something I haven’t tried lol
This is incredibly cool! According to the roadmap they will also release a modding guide. It's going to be really interesting to see what the SDK will look like
Doggo attachment increases your aim skill exponentially.
Does anyone know if war nymph and LASS are not working in the current update?
Wrong chat, Try in the Gamma channel. https://discord.com/channels/912320241713958912/1029824156289732649
You'll have to remove Newbie status if you want to access more specific channels.
You can do that by reading this https://discord.com/channels/912320241713958912/1026234602563575899 and following the provided link to the correct channel.
thanks
Are the modders who got access allowed to release mods or is it more of a testing period to test to the sdk?
Even mods made in the SDK are under NDA for now
oof that sucks
no doubt about u guys working hard. stalker modders are a different breed. Can't wait to see what's in store.
We're def trying and the GSC SDK team is top notch. Really helpful people
Hell yeah, that's good to hear
@rain finch has no plans to do a gamma on stalker 2?
I think papa Grok has his hands tied with Gamma already
Nope never
I would rather work on SPT modpack
any plans to mod 2 at all or thats not in the plan?
WTT?
Already did pal
oh yea lmfaoo my bad
meant sdk wise but i assume we cant speak on that
Yeah we can’t speak on that publicly
Im part of the discord and the team yes. I already worked on the game balance to provide a meaningful progression
And published the GitHub repo already
wow thats great to hear, ive been waiting on that one for a while now. Cant wait for thursday
Grok's Automated Modpack for Escape From Tarkov (G.A.M.E.F.T) - Grokitach/gameft
I need to convert all server edits to an actual mod. Never took the time to do it
Much appreciated Grok 🐐
Has your opinion on SPT Realism changed after all this time? Just curious
nvm I see what you did in the modpack now, nice I do like it myself
wait
this a thing?
drops stalker 2
Wet Noodle sound as it hits the floor
Keep in mind it's likely completely outdated
I think it was made for 3.8.1
And I used it with SIT, untested with Fika
but for purely solo, as long as you use 3.8.1 with mods version corresponding to thisversion, it should work
opens cs.rin.ru with malicious intent
hey would any know if gamma is going to be made for stalker 2
Probably not anytime soon. Grok has no interest in it for now.
You'll prob have to search around for other overhaul mods once SDK has been out for a while.
ok thanks
heyy so im trying out oxa and with the change of the medical items im struggling to even get out of the tutorial area.. ive got the mod working but theres 0 commands for the medical consumables the mod adds
XCreateItemInInventoryByID OXACons_MedkitT1 0 1 1 |
XCreateItemInInventoryByID OXACons_Tourniquet 0 1 1 |
what's the best way for me to lock down my STALKER 2 game from updating on Steam so I dont have to mess with mods until they're updated and I have time to do so?
I did. I only downloaded GAMMA because of him as well. I also donated quite a bit. His mods are awesome and I hope he reconsiders modding Stalker 2 when the modding tools release.
Meanwhile me: https://github.com/Grokitach/gameft
Grok's Automated Modpack for Escape From Tarkov (G.A.M.E.F.T) - Grokitach/gameft

Dude PLEASE consider making a game! It’s abundantly clear you have the skills. Look at “road to Vostok”
I’d love to see you make a stalker esque style game. Pretty sure you would have a small but loyal base who’d buy it too
fr
idk if you have tried the demo, but road to vostok is garbage
Ok, what game from scratch have you made? What assets? Models? Make? Isn’t garbage at all and is in fact extremely impressive.
It’s also in the top ten “most wish listed games” on steam. So when it releases and ships 2+ million units won’t be “garbage” then either.
If you can’t craft anything why then tear others down? Shame.
I’d love to see someone as extremely talented as Gr0k make a stalker style game and it ship 2+ million units. He definitely deserves that kind of payday. IMHO*
Making a game is completely different than managing and tweaking a modpack 
its fine for what it is. if you follow the progression in discord, there is definitely things to look forward to. the game is literally in it's infancy and better than most other early access of the same genre. and it's a singleplayer experience with raw survival elements vs other extraction shooters that turn it into a arcadey experience which aint it for me personally chief. give it time.
What I don't get is bashing an alpha demo that's a proof of concept more than anything. Just a weird take to put a concrete opinion on that.
takes suggestions too lol
i suggested mantling system and a freelook/firstperson body 🤷 hopefully he gets to it when he can
Agree. I think Gr0k has the skills. Just me tho* Also what games have you maintained? Since you're implying it's easy
Yup Gr0k just has to invest 6-12 years on development, potentially find 10-15 team members to help. Find funding for said time/help and then you get Stalkerbit!
Or maybe an unfinished barren No Mans Stalker!
yup road to vostok releasing in 2026 ( he was saying) but yup "needs 10-15 people" smgdh annoys me when talentless people shit on others trying to be successful. I dont think Gr0k wants that ( I get it) I just think he's talented.
Bro its a modpack its not that deep. Grok didn't even make 90% of the stuff thats in the modlist, its all years of community effort.
I mean why do you need mod.io on PC if you can just throw files into the root of the game
gamepass
Chasing the ever elusive "broken formatting" has me like 
You might wanna try this checker from Ace
It will be a shame if SDK doesn't come out in Q2
ok wow, weapongeneralsetupprototypes is just fucked on export
at least going off the checker, it thinks templateweapon ends on line 76
wait, wtf....it's breaking because of comments at the end of lines?
aaaaaaaaand trying to "fix" that makes the game crash
I'd just generally leave the templates alone, since most weapons in game use them as a base
I left them alone
The checker is not really good. Just keep auto formatting until it doesn't do any more changes
Then fix from there
oh wow, thanks for the reminder
I hope enshittification for Nexus won't happen, like it does for so many things these days
@void owl this gonna be fun, Nexus acquired by a monetization company
https://www.reddit.com/r/gaming/comments/1lcyjl6/nexus_mods_was_acquired_by_chosen_a_company/
whatever you say bud
fuckin lmao
finally, a modding community for those who keep a fleshlight taped to the underside of their desk
and here I thought that's loverslab
what makes you think that this is in any way connected to nexusmods
just grasping at straws
also it's god damn linkedin
okay the anti-woke mods stuff is weird but they are right about that kind of language from the new owner being concerning
after all that's the ceo and founder of the company that now owns nexus
At least we still have moddb 
I've been hearing that modding is being killed off and we'll have to pay subscription fees for big titty elf mods for 10 years now, still waiting
if nexus gets shit then something else will replace it and everything will continue to be fine
i really hope its that site with the maga hat sonic mod and the one that stops me from seeing a medieval man kissing another medieval man and getting bricked up beyond all belief
what a rush it must be to be a top modder on that site
unfortunately I don't think nexus is easily replaced. most other modding platforms are trying to make modding simple and frictionless (like steam workshop) and they deliberately don't implement features that non-casual users would find useful
if you want decent search filters or the ability to search through thousands of comments while troubleshooting, it's really just nexus
not that nexus will certainly need to be replaced. it's still early to be too doomer about this
that's the thing though, there's no competition for Nexus in it's current state because there's no need for competition. Nexus does a decent job, and whilst it's far from perfect, it's more than good enough.
It's still just linkedin, that specific kind of corporate talk is just what people do on that platform, there is zero substance to it.
fixed it
Ah yes, much better
Hello. Are there any plans/works on making GAMMA for STALKER 2?
Not from grok
GAMMA is a unique recipe of mods and balance Stalker 2 is way to fresh for that large of a project, let alone the base line framework is still very far from it to even happen whether it be Grok or someone else.
Escape From Tarkov is down on the hall to the left
i can not even find gamma mode file to instal it
You're gonna struggle to find it in the stalker 2 mods making channel
i just want to get link or something
i don't even know if it will run good on not very good pc's
thanks
it seems like most of the popular stalker 2 mods are kinda fallen off
are most people playing vanilla with small modifications?
??
It's not a game with endless replayability, so it's unfair to say popular mods have fallen off when the playerbase has, as is expected of most single player games, moved on
You ask which ones are "good" mods, you get recommended the same ones, and told to avoid outdated ones 
does GAMMA hase good optimization ?
Haha
!onethreaded
@rocky stirrup The game engine used for Anomaly is old, old to the point that you can't use the full 'potential' of your computer resources. Even with a 3090 Ti and a i7 11300 your game might lag.
It's highly suggested to check this channel, even if have a beefy PC: #╰⚡fps-optimisation
No
Are there some mods or Support for G9 Ultrawides ? Massive Tearing and overall there is something off, like a short teleport when going trough doors
Hiya, I don't know if this is the right place to post this, but with the mod kit for Stalker 2 apparently being released soon, I thought now would be the right time to post it.
I want to bring back the IL86 from Stalker 1 into Stalker 2. The screenshot is my model, as you can see it's a bit of an "updated" version (loosely) based on the newest version of the real thing.
The model itself is about 40,000 triangles and uses 4k textures - I targeted those figures to try and match the models in S2.
However, I am no good at animating, so I'd like to collaborate with an animator to get it up and running in Stalker 2.
If this is the wrong place to post something like this, or you know a better place to try, please let me know.
So, does anyone want to team up for this little project?
afraid we don't have any specialized animators here, at least for now :/
Likely I can help a bit with weapon implementation/balancing later on, but that's as far as my expertise goes
@teal wing Heyo, Downloaded your .ini file because other mod needed it but where do I put it? the mods folder? I am new to Stalker 2 modding so thanks for help
C: drive users/yourpcname/Appdata/local/stalker2/saved/config/windows/engine.ini, just replace it
i wonder what happens when you drive a vehicle through certain anomalies
Okay thank you mate, I appreciate it
are there mmods for better performance
yes
yeah, this one is the most popular https://www.nexusmods.com/stalker2heartofchornobyl/mods/7
But I recommend you to check few of these mods from nexus and choose the best one for you
I ended with Ultra+ mods (it acutally makes the game look better and fixes many of the performance issues, but need to be tweaked carefully since certain options could tank your fps down)
@strong coyote you alive ?
well im playing around with the mods and stuff
if i want to use ultra + i have to delete the one you sent right?
i cant use them both
yeah
ultra+ is recommended to leave it alone
with no engine.ini or mods that changes the optimizations
should i tweak some stuff when i install it or just leave it like that
and is the dynamic weather ovewrhaul nice to pair with this
any idea
it depends on what rig you have
not a strong one now rtx 2060
install ultra+ menager for sure
and then tweak some settings
dont do crazy stuff, leave most of them on game/standard
and dont use ray reconstruction - it looks really good but it is very demanding. Use temporal denoiser instead
also dont forget to update your dlss via swapper to the newest version and use preset K in nvidia panel
game will become much more cleaner and sharper
and the dynamic weather overhaul do you use it
yeah, always
one of the best mods for s2
recommend it anytime
if you have any more questions in the future just pm me 😉
Are you modders ready
Stalker 2 mods i havent noticed many updated and released in the past week or so, is that bcs of the new nexus ownership ?
Or just modders waiting for modkit
and yeah 1.5 isnt out but I meant updates to existing as we see generally
Just waiting for the SDK
Shape the Zone your way with the Zone Kit! Unleash your tinkering nature and modify existing content or create something new — animations, weapons, mechanics, and even wonders of the Zone. Official Mod Support is here, so now is the time to create your own content and use modifications made by your fellow stalkers. You can access modifications at Steam Workshop and Mod.io, and if you want to try making your own, Zone Kit is available for download at: Link (Posters Note: It appears the link is yet to be published)
It's here
Yeee, sdk out
HOLY
FUCK
It weights 700GB's?!
Dear lord you people will need a dedicated SSD for this shit 
Holy shit LMAO
Jesus Fucking christ !!!
It's the same size as your average calla duty
i have a theory on why it's so big : it's very, very, very likely that it is an uncompiled version of the ENTIRE game.
I wish you were joking
I had to dl 150gb's of cod to play warzone with friends last time 
Probably also includes a huge asset library?
nice
Introduction to the ZoneKit, the SDK toolkit for S.T.A.L.K.E.R. 2. How to setup and build your first SDK Mod as well as some tips and tricks learned from the Beta Testers.
00:00 INTRO
01:07 WHAT IS THE SDK
01:33 WHAT IS IN OR OUT
02:43 WHAT TO EXPECT
04:25 HANDS ON WITH ZONEKIT
06:43 MAKING A MOD WALKTHROUGH
14:02 PACKAGE AND PUBLISH (STEAM)
...
having worked on UE5 before, the size difference between a compiled and an uncompiled version of a game is absurd. Although when i worked on UE5 it was for a very small project
a quick fix they could already work on is to give the option to modders as to what they want to download on the SDK.
"about 75% of the game is shipped inside the sdk"
No wonder its 700gb
"whats not in the SDK is:
Audio
Configuration and INI files"
They literally got everything else
From Niagara particles to blueprints
Animations
Etc
That's nuts
So we can practically do everything?
that is a very extreme way of compensating for the limits of UE5 modding
Well i'm not the biggest UE5 expert out here but probably yeah
if i have another 1tb external drive one day i will try to see it's limits

The madlads
Imma go buy a 4tb m.2
The fact we can fit 4tb on this piece of silicone and that it can read at 7450MB/s still amazes me.
im excited to see what you guys do
Same tbh
I'm not much of a modder nowadays.
i just imagine them sitting around a table like
dev 1 :"so our franchise is known for it's modding but STALKER 2 is on UE5 which is very limited in terms of modding. Any ideas ?"
dev 2 :"Make a specialised editing software for the game maybe ?"
dev 1 : "too long and expensive to make we need something better"
dev 3 : "Pack the entire source code of the game"
dev 1 : "but that's almost a terrabite !"
dev 3 : "did i stutter ?"
So it's 700GB because "Fuck you, you can do ANYTHING"?
It's 700GB's because its pretty much uncompressed 75% of STALKER 2

Like, this is raw stalker 2
fr
But also 700 GB
The beauty of UE5 compilation
So let me understand this, they basically open sourced 75% of the game?
c++ source code is not in the SDK based on the video linked above
That is fucking nuts in today's world
Hey @unkempt canopy
Modding tools out
Lets add AKM
the pictures on epicgames show animgraphs for weapons and all mesh texture assets
so they might have done the same thing they did for og stalker (opensourced the game)
I wouldn't say they opensourced the original game... anomaly was based on leaked code that was patched up by the community while GSC was practically dead. They didn't stop it and even actively supported it lately (to some degree), but it wasn't really intentional
i cant wait to get Tarkov guns now
@unkempt canopy download the SDK
even with good internet it will prob take 6-10 hours to download lol
with ur average dogshit internet thats days
Cries in 30mbit
1.5 is available
We've been talking about it for a bit now 
SDK stopped downloading for me... are servers a bit overloaded maybe?
So when do you think workshop will be enabled on steam? 
Cause the SDK seems to have upload to both Mod.IO and Workshop
wont need much '
deleted downloaded data and restarted epic launcher and now it is downloading again...
epic ftw
compensating for UE5's lack of modding capabilities by releasing 75% of the source code is like if genghis khan destroyed the great wall of china with a nuke
HOLY SHIT 😭 I wasn't expecting this
Nope
It's basically 75% of the game decompressed.
Game development is a heavy task 
Though it makes it more impressive that they managed to keep the game in 150GB size
Modmakers: "Wow I can basically do anything"
Modmakers' drives, full of Modern Games™: 
@dense swift spam
Posting it as screenshot so its not autodetected by scanning the message 😄
We do have a bot for it
for detecing spam messages in images?
i mean, one could use OCR or a LLM with visual capabilites, idk how good that would work
It works pretty good actually
Watching non-modders complain about the size of the SDK on reddit and Steam is a bit lol
yeah, it sucks that it's so big
but it is what it is
it puts the entry level to modding this very high tho, so i could understand if people are disappointed, but thats because its a UE5 Game that is already large in compiled version
but there is not much one could change about that
hi im a bit lost, any links for documentations of the zone kit? ^^"
Just checking in, source code is not in the kit, right? Only blueprints.
correct
Can we add new mutants? Or modify them
Most likely.
Need tier-based zones
Still haven't downloaded it, but I assume people will be able to do almost anything. Limitations probably will be related to things not exposed to blueprints (internal functions, some variables, etc), but it might not be a big problem for most cases.
can anyone who was in the beta testing confirm this?
@soft drift
keep in mind this is the very first version of the sdk
dont get your hopes up
i need a whole 'nother SSD for that shit
They then release the rest of the source code and it's 1.2TB total

Where can we find mods from those who had access during the closed beta? Nexus, here, or Modio
cause ik some modders said theyll release their mods when sdk is public
700GB for this?
Fuck
Introduction to the ZoneKit, the SDK toolkit for S.T.A.L.K.E.R. 2. How to setup and build your first SDK Mod as well as some tips and tricks learned from the Beta Testers.
ZoneKit Download: https://store.epicgames.com/en-US/p/stalker-2-zone-kit?lang=en-US
00:00 INTRO
01:07 WHAT IS THE SDK
01:33 WHAT IS IN OR OUT
02:43 WHAT TO EXPECT
04:25 HA...
ayo hol up brothers
its not the full shit
temper expectations HARD
matter of fact you will prob wonder why its so big right now
I'm getting to the point where I just really ask myself why I keep getting my hopes up for Stalker 2
just to be disappointed every single time
Leave discord and put it out of your brain for 5-10 years then check to see if it not dog or if modders have fixed it by then
@void owl are your mods on Workshop just ports or did you get early access to the sdk and made them with that? 👀
I had access to SDK
I overhauled the Emission vortex and improved the lightning. Also Made my VFX mode
Oh nice
For vortex extension, I set the path folder into .../stalker2, right?
Hi guys. Is there a way to upload to mod.io without SDK? I see ability to upload file, but which folder struc should be? Like in other mods?
if only the SDK was made properly, why did they give 700 GB of assets, why didn't they make decompilation a feature and only give tools in the product, what nonsense
probably performs better than the actual game atleast
Oh, no in-game mod manager, seems like steam users can use only steam mods?🌚
Or you do it manually with Nexus
Yep, but...I also want to play my mod on my Xbox (because on pc only low settings with 30-60 FPS), but how I should test it
somone who installed zone kit, can you tell me if you can edit hud/ui stuff?
I pray to all the gods that someone will cut out the toolkit from the SDK and give it separately without the assets
like the game itself 🥸
its hittin hentai folder numbers
"The size of the mod kit is a result of the in-game assets being uncompressed for the mod makers. It's a big game, and the assets are many, resulting in a considerable size of the download. The Zone Kit is currently in phase one, so we'll explore the opportunities to optimize its size (if possible) in the future. we launched the Zone Kit as Phase 1, because we want to develop it together with Mod Makers. It already has a lot of features, but still this is Phase 1. On Phase 2 there will be even more things to do with the Zone via the Zone Kit." - GSC on reddit (if anyone missed it)
You know, I was reading that as if you were a Stalker dev that jumped on a community discord, and I was stoked. Then I saw the username and I was bewildered, then I saw it was a GSC post from reddit and it made sense. Such a rollercoaster.
kek
position mod kinda wonky atm
for me work
does MHM work for 1.5?
I was going to run BB which is updated for 1.5 but it recommends MHM
I wouldn't touch it until the author updates it, and that may not happen since the author put it in maintenance mode right now.
he posted earlier today that he will get around to updating it to 1.5 soon after release
FYI I didn’t even try it because of the size
I simply don’t have that much free space
tbh you have a lot on your plate as it is and yeah the size is insane, and funny enough a lot of it we can't even use cause we don't have access to their wwise project
Unfortunately the size is pretty much unavoidable - The files aren't just compressed like they are in a zip, they're converted entirely. Some can be extracted, but others lose massive amounts of data which is only required at the development stage. A good example is blueprints; in their raw form they're nodes of C++, but once packaged they become machine code and are impossible to reverse.
The moment it’s possible to edit / add quests is when I’ll spend 7 hours to download the sdk
bro if grok sees whats in it
oddly enough if you pull uassets from the giant pak, and side load them into the content folder a lot of BP logic is restored
it will not package and it will not work, but it's neat to view stuff.
i think he wont say a word and not in a good way hha
speed run uninstall
Anyone happen to know which .cfg contains the player's starting loadout?
did they release the mod kit?
they said there would be some kind of beta modkit when 1.5 releases
Phase 1
Yeah, it's just 700gb and 10gb ram in use
Yeah downloading 700gb project is just the beginning, then you get the final boss... compiling shaders https://www.youtube.com/watch?v=4hJ4jt-UFWo
rip modders
I appreciate the lack of half measures
doubt it
Any chance we can make a sort of 3D pda now? I saw some people playing on ultra widescreen it would show first person hands.
Just push the PDA away from our face for the effect?
cant wait for the Stalker 2 Gamma pack 
Its a core cfg
look for E01_MQ01_PlayerItemGenerator
Can we adjust the brightness of the outside when we are inside?
Why do developers ignore this?
ok I'll try this https://www.nexusmods.com/stalker2heartofchornobyl/mods/137
It's a work around for their real world lighting scene, unfortunately the version of auto exposure used in UE 5.1 is one of the worst, if you where to fully remove auto exposure(eye adaptation as well) the world would white out due to the intensity of the lighting.
still investigating workarounds, but that mod you linked does a pretty decent job with engine commands
considering the size of the SDK, they might as well just sell it as an SSD with it preinstalled
you get 1024 standard CDs 💿 that you have to 1 by 1 when prompted, Estimated download time is 26 hours. 
That might be faster than a regular download for many
you know when I was doing some quick google math I was thinking this....
One thing is, you could have modules. For once I don’t give a fuck about models and textures. And that’s stats the biggest part of the SDK. I just want access to scripts and blueprints
That's true - 80% of OXA was built in a version of UE5.1 with no assets, and I can still do more blueprint modding there than I can in the modkit
yeah unfortunately there's only one native way to place actors into the game... and only one person can do this without major conflict where as with custom ue5.1 and dll injection/SML you can make each actor modular and their own... allowing for way more access which blows my mind this isn't native, wasn't thought about as a launch feature.
but at least they're trying 
Yea I feel they're leaning way too hard on the whole 'add new stuff' aspect of modding. Sure, new weapons are cool, but Stalker didn't become incredibly popular amongst modders because you could add new guns. People want new mechanics, new features, new things to actually keep you engaged with the game, and the only reasonable method of doing that is via blueprint modding. Yet we have an SDK that's less capable at blueprint modding than a UE5.1 build thrown together by some guy who didn't know what a json file was 6 months ago.
I still have to google how an OR gate works
I can never remember what it does with two 1s
Also pls remove the scope from the mosin in the early game, the scope is way to powerful for a hobo who was just robbed and survived a collision with a wall.
If not I do my self 
Idk who thought the new game experience should give the player a 7.62x54 rifle with an optic right out the gate...
Gotta earn that optic
Lol I made it a removable attachment a couple hours back, just couldn't be bothered packing it. I'll be removing it from the default npc build 🙂
also end up using VSS or VAL no matter how many guns are put in 
Ultra plus mod seems to do pretty good job of fighting it https://youtu.be/kjOzw07hdck
S.T.A.L.K.E.R. 2: Heart of Chornobyl Ultra Plus Mod graphics and performance comparison benchmark at 4K, 1440p DLAA/DLSS 4 Quality + DLSS 4 Multi Frame Generation on Unreal Engine 5 and Epic settings on RTX 5080 + i7 14700F
S.T.A.L.K.E.R. 2: Heart of Chornobyl Ultra Plus (Best Performance and Visuals for Everyone) Mod is created by SammiLucia a...
I also managed to play with it off but there is still a switch in brightness when u exist tavern in zalissya
And i couldnt remove that
I wanted to do fps “mod” but i never managed to disable these 2D LODs, worst case i could see both 3d tree and 2d version of it at the same time
If you force lod 5/6 I think those are on there be warned skif hands will turn into a lobster and becomes Patrick star
like this
this?
yep
u could also decrease hair which looked funny
but ye if somebody would find a way to remove these png lods from existence pls tag, i hate everything about them, and whatever i tried with ue config didnt work(
and this, forgot how i did it
is AniVHX's modular hard mode mod any good?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/88
not up to date yet
soontm
ok ill wait then. are you the guy with the bullet VFX mods?
yes
Most know as the Weather Mod guy
ah cool. i have a tiny suggestion, just to have before and after photos in the image sections on nexus
yeah lol i have some but theyre old
i can tell some differences with the muzzle flashes but not so much with the impact particle vfx
Impact PArticle VFX is barely noticeable atm. Just a cloud of smoke for a second or so, even less for some surfaces
i havent seen any smoke clouds now that i think about it
imma test it
unless its these?
No clue, just forwarded a message, sorry
what causes the block to achievements with mods?
Trying to figure out how to make bypass it so i can use my QoL mods
Achievements.cfg
so is there a consensus on where new mods are going to go now? Pretty much everyone generally hates steam workshop, and i don't know anything about mod.io
or are we all sticking with nexus
I mean, it's pretty simple. If you want modularity stick with nexus. if you want simplicity go with steam workshop/zone kit.
you can mix them, just make sure they don't overwrite something or other 🤷
i mean more like what's the generally agreed upon platform for MOST mods, like how moddb was for old stalker
Hi Haxorus big fan
In the past it was predominantly Nexus (shit ton of old mods there), but modders are now also uploading mods to Steam Workshop and mod.io
Because of Workshop limitations though, I'm pretty sure Nexus is still going to be the primary place for more complex modding
so basically, IMO - Nexus first, Workshop/mod.io second
although judging by the numbers on my own mod, Workshop is still winning in terms of download because of its simplicity
Also, since you're here does that mean SCAR-H Redux will move to Stalker 2 now? 😆
man I can't wait, you're going to be a legend here if you upload anything* early
now we're just missing F34R here and Stalker weapon modding will start off explosively 
I like how someone on reddit said people wanting achievements with mods installed is a "skill issue"
Claiming people want to make the game easier and keep getting trophies
Bitch most modders are masochists that make stalker games harder 
Give it a month and we'll have Misery 2
For legal reasons: This was an exaggeration.
what workshop limitations and why nexus instead of mod.io or moddb
also i dunno
When you upload or post content to our site, you grant us the following rights to use that content:
a worldwide, non-exclusive, royalty-free, transferable licence for our partners and advertisers to use the content for their purposes and in accordance with the functionality of the site forever;
i.e. nexus has rights to get your mod as ai training data and you cant withdraw your rights
mod.io for example has
You may also grant mod.io and the Relevant Game Admin further rights via the UGC Control Panel, including rights to use your User Generated Content for sale, resale, transfer of access, or publication on other media for users of our Services and other third parties to use, purchase access to, resell, transfer, share and access. (Enhanced License Rights). Enhanced License Rights are revocable by you at any time, subject to the Monetization Terms and these Terms of Use.
mod.io's regular license says
for the sole purpose of providing the Services and otherwise in accordance with these Terms
nexus does not.
Not sure about mod.io, but steam workshop has no version control or file control for users.
It is inadequate for complex modlists.
https://mod.io/g/openxcom/m/the-x-com-files mod.io does feature version control.
steam workshop is garbage here yes
also steam workshop limits gog and unreal store users because they cant download mods
i think internally steam workshop does have version control, it's just valve hid it from users?
Steam does mount them in a folder the same way ~mods does, so with that modders could name their sdk mod zzz_mymod_P and the sdk would package it zzz_mymod_p_windows. Pak
might be just replacing files, i dunno
If using cfgs with refrul etc.
steam uses steamapi's functions to mount folders i believe?
i dont have emulator at hand to tell you exactly how it works
Actually it places it in a workshop folder but gsc told the game to search this file path the same way it does the game you can essentially place a pak anywhere with or after the exe and the game would read the pak
it shouldnt look in workshop folder, steamapi calls should tell what folders to mount
if it looks in workshop folder, the implementation is incorrect
other is pretty much standard ue behavior
Steam api mounts it yes but the game reads it from the paths it has access to read. And the mount is in the workshop folder you can place a pak in there and the game will throw a fit saying it's out of version, and prompts you to reload, which is the api control, but it still loads the pak

At least this is behavior I saw when... Breaking the sdk 
game reads it from the paths it has access to read
but game runs as user, i.e. it can read your entire storage
windows doesnt feature that level of isolation for win32 apps
Game saves to user game reads save from user 
anyone crazy enough to try the SDK with only 16gb of ram? (tempted to give it a try)
I mean you can throw W.e knowledge and logic you want, I'm just explaining what I've experienced and throwing a potential solution.
Give it a shot, you're at the bare minimum threshold I would say if you make it in without to much trouble to set the scalability to performance:xss this sets it to the Xbox series S scalability which is the lowest of lowww also don't load the world map unless you enjoy pain. 
im always doing shit that is painful the only painful thing is going to be installing it on HDD due to my ssd only being 500gb (someone mentioned it would be good to have bundles instead for people that only work with scripts etc)
Yeah Grok mentioned that, would be ideal... Don't know if we'll get that tho lol
we can hope for phase 2 of sdk
yolo ig, i gotta clean up some space for that monster to download
you will have payne
ue4 and ue5 editor doesnt like running from hdd
Have fun messing around
i know. i dont care. i have a 500gb ssd and stalker 2 alone is already nearly 1/3 of that LUL
i always suffered with shit i tried to do so nothing gonna change
welp
jesus christ 😭
470gb to download
welp here we go
1% downloaded xd
avg download at 500mbit so thats solid

now that im thinking after u said that how big is the world map? anyone checked the filesize?
What are your PC specs? I'm also 16gb ram owner
Let's just say if you had 128gb of ram you couldn't load the entire partition without crashing 
R5 2600, 16gb (2x 8gb 3200mhz that i need to oc as i used to run it at CL14 at one point but it reset kek) RX580 8GB (S2 was fully playable not counting the massive 40+ npc fights as that dropped me below 40fps and i avg 60-70fps)
jesus. fucking. christ.
But realistically you would never do that, but if you do manage to load that. When you try and load a chunk if you think your section square on the partition is small, think smaller lol and try that.
The scary thing is the ui world map
i used to run UE5 to test some stuff in the past and im interested in mod creation anyway so i might as well yolo it and make my pc suffer a bit more (not like i havent pushed it past the limits many times already, including a 4.4GHz validation on my cpu running 1.4v+)
Idk what texture resolution they have it in, but it's far beyond 4k
also ig when it comes to storage im no stranger to huge filesizes, from arma3 modding (500gb of mods) to skyrim exceeding 600gb total lmao
tho my pc hates me doing ANYTHING other than installing LOL
god i fucking hate HDD's and how they go from 60mb/s to 1mb/s write outta nowhere and then refuse to go faster again...
that happens with ssd too
its literally the difference of operating with sequence data and randomized data
SSD may not go as dip to 1 MB/s but compared to their sequencial data, its still a massive drop
yeah i hate it. it ran 500-600mbit write for first 70gb and then tanked to 5mbit with constant full drops to 0 lol
also writing mbit as thats what epic is showing for whatever reason
still i have the same thing with steam and others so yeah
i need to buy a 2nd m.2 ssd in future as hdd is just too painfully slow unless you have that shit under a big raid array
Make sure you have a decent sized page file set for Windows. 90-100gb it'll probably eat it all
i think its on default for now, i wont be doing any heavy texturework and i would rather start with some more basic configs. (also hopefully i can see the npc behaviour with fences etc as i remember them lumping it all under the metal grid variable)
at least they fixed the aimbot through near impossible to see through grids lol
ssds have very big cache to solve the problem
plus ssd doesn't have problems with speed degradation tied to place of heads on platter
its slc cache to actual storage speed and thats it
ssds do have issues when it stops responding during trim operations
but generally its not that bad
Anyone been successful in adding completely new inventory items yet using ZoneKit?
How about a mod that adds a goal - Earn money for a new house?
All because the house was destroyed.
Yes, the game uses coupons as currency. But add a currency exchanger and that's it.
No difficult choices. HOUSE. The Zone took the house. So we'll take the money from the Zone.
As a joke addon.
50 minutes ,bruh 💀
(slow-ass HDD + 16gb RAM)
Hey, sorry if this has been asked before or is posted elsewhere but, with the news of mod tools for stalker 2 is there any GAMMA for it planned in the future?
Too early to tell.
Right now Grok doesn't want to make GAMMA for stalker 2 because it doesn't have same modding potential as Anomaly
Are we able to add animations? Or is that not a possibility yet
SDK allows new weapons yes
People just need to figure it out
But rn apparently having two blueprint mods at once breaks the game 
Why do you even want GAMMA 2.
Gamma is great as it is. But it will always be here: in the best case scenario stalker 2 modding should break free of gamma, do things that cant be done in gamma -- not try to replicate it.
Gamma is a modpack of a modpack of a modpack: both its unparalled depth and design+technical challenges come from this. S2 is a clean slate.
If you mean replacement, yep.
Okay thank you
You can't add new ones? If you are able to create new blueprints for weapons I'm sure you can assign animations
yea people keep saying 'oh why doesn't grok make gamma for stalker 2' - it's because grok didn't make gamma. Gamma was the culmination of years of efforts by dozens of modders, merged into one convenient package and polished to an incredibly high standard. The base just isn't there yet, and you can't just pull all that work out of thin air
100gb left to download 😂
from 470gb... well not bad considering it is hdd speeds 
my isp gonna be like what the fuck is that retard doing (new isp as well as i moved some time ago xD)
How is s2 modding going, how restrictive is it?
are we able to change base systems or add new systems, or are we limited to new guns and items
it's phase 1
stalker 2 gamma already ready?
new weapons....without localization
Check in another 60 years
Is it just me or is the modding kit really slow and cursed ?
I am used to work with Unity a lot, but this is so slow
pc specs?





