#╟⚒stalker2™-mods-making-discussion
1 messages · Page 53 of 1
Try adding Windows Defender exceptions to the SDK's folder, so far it doesn't play nice with anti virus
2070 Super, 32 gb ram, Ryzen 5 3600
SDK on ssd or hdd?
external SSD
Ye ok
That'll do it
You're working over USB 3.1 speeds at best
@sterile falcon what the fastest USB 3.1 versus fastest SATA SSD
The fastest USB 3.1 SSDs can achieve speeds up to about 10 Gbps (1.25 GB/s). For example, an external SSD that supports USB 3.1 can leverage these speeds efficiently.
On the other hand, the fastest SATA SSDs typically max out around 6 Gbps (around 600 MB/s), which is the theoretical limit of the SATA III interface. In practical terms, many high-performance SATA SSDs offer speeds in the range of 500-550 MB/s.
So, USB 3.1 SSDs generally have the potential for faster speeds compared to SATA SSDs. However, real-world performance can depend on various factors like the specific hardware, file sizes, and types of data being transferred.
Jesus christ, so there is no solution with this disc ?

I did add the whole folder to Malwarebyte's as a whitelist
I have SDK installed on HDD + 16 gb RAM
SDK starting run for about 20-30 minutes
And packing takes 30-50 minutes.
For me it's also opening files like browsers, takes 5 minutes sometimes
Unless you have apparently a godly USB 3.1 SSD
Probably need an internal drive
Which should be easy to solve if you have a free SATA connection in your tower, or even your laptop
If I am using USB 2 how do I measure this lmao
Uh
I don't even know tbh
@sterile falcon what's USB 2.0 speed
USB 2.0 has a maximum data transfer speed of 480 Mbps (megabits per second), which is approximately 60 MB/s (megabytes per second) in practical use. This standard enables faster data transfer compared to USB 1.1, making it widely used for connecting various devices! 🌟
Like how do I actually figure out
You're 10 times slower than an average internal SSD
You're hard capped by the USB connector/controller
How do I know the cable that coems with the SSD is USB 3 or not ?
External SSDs/HDDs are fine for like movie viewing, but probably not the SDK
There will be 5 extra contacts in the connector
Can your external SSD housing even do USB 3?
Man 
I don't even know what "External SSD housing" means. You mean the drive itself ?
The box the drive is in
There is no box, it's just a little drive
Gimme a sec, I think I saw an external around here at work
The cable inside is blue plastic, so I suspect that is USB 3
I have a USB 3 port on my pc, so I connected it to it now. Let's see what it does
Either way, I'd suggest upgrading your internal storage at some point
I would have to figure out how to do that properly. Hardware does not interest me, I just need stuff to work for what I need to do lol
Thanks for the help
so far so good :D
Prototypes in UE are basically Prefabs from unity ?
ah thats not good. crashed when i tried loading the XSS: Performance preset kekw
at least it loads SO much faster after the crash compared to first launch
They note it in the documentation that the first loads takes a lot of time
Meaning the 4 articles they posted
yeah it was bout 50 mins considering im running it on 16gb ram and HDD. but i like pain :D
back to loading prototypes xD
Ngl I wish I had more experience with UE. It's different than Unity
i feel like its gonna be much easier to learn considering blueprints are a thing
MutantBase seems to crash aswell
oof
MutantBase is like a table of all mutants ? I wanted to try to add mutant variations, like recolours with different attacks etc
still cant change even a single preset weird
crashed again trying to switch to xss
overclocked my cpu as it kept getting 98% use by just UE5 lmao
from 3.8 back to 4.1ghz
actually wondering is there a way to perma set XSS:Performance scalability? each time i try to set it UE5 crashes and it just defaults back
i already did 4.4ghz runs on it and tried pushing to 4.5 which i failed lmao
@void owl I don't know if I'm completely wrong or not but is it just me or did adjusting the weapon position on the screen change the way the arms are positioned?
Like here. It feels like the arm is at a different angle
Btw, why is there a config editor in the SDK, when we have to manually copy the config files to the mod folder (according to the video tutorial on the BSG youtube channel) ?
Isn't that because of the rig settings of the player model. Like bending the elbow
i mean it moves the whole skeleton i guess
why?
That's why I think it's the rig settings yeah. I have experience with rigs in Blender so it seems to me this way. It looks somehow what your wrist and your arm would do if you pushed the weapon like that into your shoulder/under it
This sorta implies there is some procedural animating here
Which is neat cause it makes the arms feel less stiff.
Well it's probably a good humanoid rig
I don't know how it works in UE though but I would suspect it has a good system for that
Also is this just to be able to see the editable values better ? Or an unfinnished feature of the SDK ?
Does anybody know of weapon mods being worked on?
Not at the moment
Do you need to make a new save to have monster loot ? I see the icon but no looting prompt
The distance is finnicky. Might have to get closer to the mutant
You'd think they would address the looting/talking distance being way too small after half a year
Doesn|t work tbh
I can loot humans fine but no mutants. I think it's bugged and I need a new save
Maybe it represents a float? Just a guess
0.something
600.something
I guess f means “something” which is a numerical value
Would love if someone corrected me tho
This is the min and max value for looting mutants btw
So I think old saves are bugged :/
I made a mod that makes the new Three Lines rifle without a scope by default. For some reason they made it's a preinstalled modification
https://steamcommunity.com/sharedfiles/filedetails/?id=3510846231
More values about the mutant looting from CoreVariables.cfg. I see no values for normal bodies looting, which is interesting
Also I like how it says mutant loot without widget true, which suggests maybe using a knife was planned
Anybody know's what's the problem here ? Does the thumbnail be in the resources folder like the icon ?
Stalker2\Mods\ThreeLineRiffleWithIronSights\Resources
mb long path ,put thumbnail on the desktop
hehe
Lmao
I am looking at recoloring mutants
Did you just edit the texture and the material or did you edit the Blueprint
Took a duplicate of the material of another weapon, renamed it,
assigned my textures and assigned them to the model.
Did you add a new weapon completely or just replaced the material in a weapon ?
This is duplicate of APBS with glock model (There is no glock-19 in S.T.A.L.K.E.R 2 )
They're hours where everyone is happpy!!!!
does anyone have a table for mutant hp and damage values from either gamma, anomaly, or og games? i am thinking about making a balance mod for s2 based on that
Oh. I did not eve nrecognise it was a different model 
Does anybody know where is the traders table with items they sell ?
I need to add the three lines riffle scope as a purchaseable attachment to my mod lol
Has anyone downloaded the Gunslinger weapon mod and gotten it to work?
For example I see this SID, but I cannot find it in the ItemGeneratorPrototypes.cfg
Nvm managed to find that in the DynamicItemGenerator.cfg
Anybody knows where the animations for adding attachments are ?
I have a problem. Zonekit does not see my VS2019 for create child class. It always says "install visual studio". I need to enable extra option somewhere?
anyone know where i can post to get help with identifying which mod is crashing stalker2?
this is intentional, we do not have access to read or write cpp

screenshot mod folder and im sure one of us can see what's wrong
F*ck. Thx
So only lua scripts and not via sdk ....
and w/e you can make up in BP's at least for now, we can hope the later phases allow us more access...
i got it in the end, but thank you for your offering dude!
Was it.. Acceptable ?
yes bro it was indeed, it was an old version of a weather mod that needed updated
you cant know if you dont ask jeez
Where do I find what animations are linked to weapons ? I cannot find it in WeaponGeneralSetupPrototypes, only sounds there
Ideally the ones that play when you add an attachment
Ah, in UE you do it with blueprints
Hey guys, has anyone had luck with the emissive option in the weapons mat instance? when I've enabled it its caused meshes with that mat to be translucent in game, tho they look fine in editor. from what i can tell with the option on it will look for an emis tex in the alpha channel of the mask map
What material is it ? I want to check, I have couple ideas
i think its something like weapon pbr, if ur in the editor find the gun mesh and go from there. ive made a couple of mods on steam that sorta make night sights for the new kora pistol. but for now ive have to settle with just colour in the albedo, i had wanted to add a little glow with the emissive so they actually glow in total darkness.
this one, its the parent instance that all the weapons use for their own mats, its parent is the PBR_FOV mat, tho editing that can cause issues for instances based on it
I am lookint at one of the three line mats now. I thought the emission will have a map option but I do not see it there.
Also you are sure you have alpha set to 1 right ?
You could probably try to force Opague
ah tired that too no luck 😦
this naming convention i assume means roughness, metallic, alpha, emissive. when packing into the alpha channel it worked as expected in engine
yup lol i dont get it
DOes the material have a parent material ?
Like for example this one
yeah, but that one is an instance of its actual parent
nah,RMA - Roughness , Metalness , Ambient Occlusion
the E at the end is probably emission though ?
yes your right that makes more sense
yeah
i would guess
Hmm
The texture for RMAE on three line is RGB, not RGBA
So there is no emission mask, theoretically
i would think tho that even if its parent had it as blend the child could override
I would think so probably yeah
So maybe export the map, make it RGBA, make the A layer a map for emission and then import back ?
i think thats just cause most weapons dont need emissive so they dont pack anything into the A channel
ye lol
Cool. I learned more about Unreal Engine today lol
i did haha, export from engine, into substance desginer split channels, recombine with my added mask in the A channel and reimport
And that did not work and producded the translucent result ?
yeah 😦
yeah a good shout
it could be some compile thing but who knows
well the GSC tech artists would know
I would hope they make more tutorial videos but we will probably have to do it ourselves lol
lol tru
I am trying to add a putting on animation to the three lines scope I made not attached by default. This seems it's not enough to make it work, any ideas lol ?
sorry im not much of an animator i haven't rly looked into how the animations are done either yet
No problem
Either I misread the guide ,or mod io guide is bad.
What are you trying to do
Is there a way to see console now on 1.5 ? The mod that worked before crashes the game on 1.5
Simple mod loader or UE4SS
Thanks, works
Is it possible to have it log whatever the game logs ? I am trying to figure out why an animation is not being triggered, I thought log could help
With UE4SS you can enable GUI console. I think might be what you're looking for
guy i am new to stalker and i still haven't tried gamma i am thinking about buying stalker 2 in this steam summer sale what do you think should i try gamma or buy stalker 2 just to wait for it to be fixed
Well, I didn't find the command to enable what you mentioned. I only enabled ShowDebug which does not show anything relevant
I just can't wrap my head around it. I added the scope here to the ThreeLines Anim Collection file, but it does not work.
I tried looking at AnimBP_ThreeLine_fb and AnimDB_Player_ThreeLine but did not find anything relevant
It's like something is missing but I don't know what lol
the animation
Well, ok, but where do I put what. I wanted to use the same one it uses for the red dot
The AnimCollection_fp_ThreeLine_ColimScope only has this, no animations in it
So unfortunately without an animation to copy, there's nothing you can do
unless you make your own
I have this problem with the gvintar, m701, and svdm
I created a blueprint function which detects if these weapons have attachments added, then does a bit of blueprint fuckery to trigger some weapon swaps and circumvent the animation
not really a plug n play solution though
up until v1.4 you could just attach from the inventory but they made teh animations play when you close the inventory
so yea, welcome to modding Stalker 2, where you're having fun right up until you get fuuuucked 🙂
wait up, did you say it has an animation for the colimator
Actually I just found out the was no animation for the colimator, I thought there was and the empty slots were supposed to be empty. I compared with grenade launcher for AK74 and noticed it has animations
yea i assumed as much, with it being a hard-locked tech upgrade and all
So I added AK74 x4 attach animations to the AnimCollection for the ThreeLines colimator and I am compiling now
To see if it works
I suspect the animation cycle breaks when the slot is empty, so maybe it will work now since there are animations
Ik this isnt mod support but I just wanna know if this bug from Mutant Loot hurts my game in any way other than the text bug. I wont mind playing w it if it means I get more consistent mutant drops
._.
It's just a shader compilation error, it should no be that bad ? Maybe few uncompiled shaders (pink shaders or something) ?
Is that the emission 
yep lol
It appears on all my guns kek
this is it in engine, looks fine. but in game its fuked
this
And it does not render the whole material slot/mesh it seems like ?
yeah, seams anything that has the emissive toggle turned on, renders translucent in game
And you are 100% sure you exported the right merge
I suspect you did since it is emmissive in the material in UE
Well
Weird AF
I thought about render queue but I did not see an option to change it in the material
Not sure if it's even a thing in UE, I know it from Unity
yeah its weird, i think stuff like that is normally done in the master mat or done with code
Since it works in the preview in UE, I would think there has to be something extra influencing it, like a master material setting
I doubt it's lighting
yeah i really doubt its any lighting thing, defo a shader issue
Yeah I think so too
The thing is there is no documentation so we have to reverse engineer everything 
pretty much atm 
Btw what I did did not work, the weapon gets stuck in idle when you are holding it and are trying to attach the scope
It work when you attach it when the weapon is not in your hand but I wanted to make it work that way too
Didn't figure it out lol. I've spent the whole weekend on this 
Happy to give you a free ride 🙃
guys, anyone who installed zonekit can remove reflection(or refraction) component from material of glass blocks, that's why they black in result, because of mesh distance fields in software lumen don't contain colors data
Where are the developers collecting the feedback from modders ?
Gsc official server I think
does anyone have the latest AIGlobals.cfg?
How's scripting in the mod kit? Are we capable of making blueprints or C++ code and make use of game events (such as OnPlayerDeath, if there's any exposed)?
Not yet. Adding logic is still very rudimentary
Also adding c++ code will never be a thing, at least not official. We hope we will later get an API to the game we can script or create BPs around
Zone Kit opens up a lot of new possibilities — in this video, we’re learning how to modify weapons.
From launching Zone Kit all the way to publishing your mod on Steam Workshop or Mod.Io: we’ll show you how to make a totally new gun for S.T.A.L.K.E.R. 2: Heart of Chornobyl.
Link to Zone Kit download:
https://store.epicgames.com/uk/p/stalke...
Next one would be best so far
Appreciate the answer, saved me from the big download. I'll wait for more support on scripting, even if only through blueprints.
Tutorial for the SDK (ZoneKit) for S.T.A.L.K.E.R. 2. How to modify existing models and use the Play-In-Editor feature 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
ZoneKit Documentation: https://support.stalker2.com/hc/en-us/sections/36534422...
what is localization
Translated descriptions, names, etc
so we can add new guns but can't name them/ descriptions?
Oh boy
i have a question.
Can the mod tools released for stalker 2 do animation changes currently?
because id love to see the Cheese slice healing replaced with the metro animation instead of the injector...
Makes no sense that we have the cheeses but its an injector
Can anyone help with save logic in stalker 2? I tried to implement some actions when it needs to save save object, but i am crashing all time.
I am using zonekit
did anyone find a workaround to adding in localization in stalker 2?
Been thinking about animations too, was wondering the same with the Metro Gas Mask model and Gas Mask wiping animation curious
man it would be good. the stim injector just makes zero sence.
my guys... are working on get better A-life?
is this fine to do ?
rename mods folder to something else, so that achievements count ?
your mod is so badass i would love to see it in stalker 2
is there a mod to make npcs in stalker 2 not aimbots that works with the latest updates
Yes, LetsWoolgather mods "Instant Long Range Aggression Fix" & "This is My Rifle": https://next.nexusmods.com/profile/LetsWoolgather/mods?gameId=6944
im having a lot of trouble as soon as i peek someone they instantly drop my health with a perfect spray of bullets
thanks but that doesnt look it does what i want it to do
does anyone have any graphics mods that make lumen and ghosting look a little less awful?
after patch 1.5 ghosting has decreased significantly
Ultra Plus is recommended but I personally haven't used it
oh wow, that's really good, need to check that out
That's because vanilla is set to have npcs ignore dispersion for a certain range of shots.
NPC Combat Overhaul does turn off their snap to target so some of their shots are "panic" shots off in a different direction as they're turning. However the rest of the changes will make them less straight forward to deal with.
This is My Rifle - This is My Gun. With the projectile speed adjustments it does allow you to run between cover without getting hit by every shot they fire at you. Can technically even strafe shoot and get them to miss a few shots depending on the type of weapon you're using. However the same is true for the players trying to shoot at them. So aiming ahead can be a little tricky. Especially with slower rounds like 12gag shot and 9x39.
There need to be cfg files... No?
they made an animation modding tutorial....
WE NEED
I wanna know how to see cfg files in zonekit...
as of right now you cannot, but if you have the correct folder structure it will package and work, there is a Cfg tool at the top left under Tools that you can utilize, but this edits the cfgs that are localized to the SDK found in (E:\UE5\STALKER2MODSDKClosedBeta\Stalker2\Content\GameLite\GameData)
also it's kinda jank right now in phase 1 
My god why not to unpack cfg files while asset are unpacked......
Quick question, with the new mod kit is it possible to get a weapon part system like gamma?
it's actually just easier to manually edit and package configs then using the editor, unless you require editing them with assets that are utilizing the cfg or you want to upload to steam or modio/xbox with your cfgs then you package in the SDK
Ok thank you
So the only way - using tools and zonekit together for phase 1
It depends where you are uploading the mod, if its just cfgs and nexus, you use the tools we have already used, unrealpak etc. if you want to upload to steam and modio/xbox, then you create the folder structer exactly how the cfgs are. For example I packaged a mod for a config for both modio and Steam (E:\UE5\STALKER2MODSDKClosedBeta\Stalker2\Mods\WeightReduction\Content\GameLite\GameData [since I used only core cfgs and no refurl/refkey I put Corevariable.cfg in here]) the editor won't show the configs, but it is there and will package.
also if you want to see the cfgs unpacked they already are here (E:\UE5\STALKER2MODSDKClosedBeta\Stalker2\Content\GameLite\GameData)
Thanks!
In the third episode of the Zone Kit tutorials, we will teach you how to add new animations for existing weapons, as well as weapons you have created yourself.
Link to Zone Kit download:
https://store.epicgames.com/uk/p/stalker-2-zone-kit
And be sure to check out the other episodes of Zone Kit tutorials if you missed them:
https://youtu.be/J...
Is anyone working on any new weapon mods yet?
i can not open back pack or box the game will go down ?
For anyone making an animation mod.
Replace the medkit healing animation with the one from metro or tarkov and my soul is yours
dude so sad hes dead now.
Yeah he was a good actor.
I want proper mask overlays.
They said they’ll be developing more tools for the kit as the community requests them. So we’ll see the extent we can reach at that point
is someone working on a character skill rpg mod? like we had in gamma?
I cant get the OXA NVGs to work, anyone know what it could be? I have UE4SS running fine, other attachments are spawning, but the NVGs dont work
tried with the SML as well but no dice
also the faction ID is not working
Has anyone tried to use the new pistol available on steam workshop ? It’s invisible for me
Did you find the NVGs ? I put them in the quick slot and they were working but it was prior 1,5 update
Are you using any other mods that affect weapons?
I just reinstalled everything and it worked lol.
is there a thread i can ask for help in reguarding OXA.
the nvgs and stuff work. i can spawn them in
But i have no repair widget in my inventory. and the weapon parts and NVGs and gear is NOT spawning at vendors at all.
its also seems to be stopping the spawn of the mosin and 1911
you using an older version? im getting mosin and 1911 spawns
using the one from the 29th. the most recent standard.
Only oxa but I tried the mod without too and even a new game but always invisible
Yeah so Oxa changes weapons a lot
OXA affects weapons :p
including the new version where like..new parts will spawn. like barrels and stuff.
I mean Oxa Standard should be refurl so less issues, but I could see that still having some issues with a new weapon mod
i mean its stopped the mosin and 1911 from spawning in my game so
is someone making an rpg character skill mod like we had in gamma?
Hi! I'm not sure if this is the right place to post this, but is someone willing to create a mod that simplifies the game HUD? For example, instead of the current big and colorful, make one simpler, just like SCUM's, with the addition of radiation levels:
it would be much easier to know how much I need to eat and drink to fill the meter, since right now there's nothing stopping me from chugging every single water bottle in the game
SCUM widgets lol
but i agree. or at least make them a seperate color like green slightly hungry orange very hungry red starving. same with water. that would be cool
u folks where I can download C Consciousness Grass for anomlay?
we basically need an expansion for the character tbh
Damn exporting skeletal meshes with joints and vertex groups from blender to unreal is cooking my brain. Why can't all meshes be static meshes...
Hello, is there a mod that lowers the HP of enemies and mutants? I just can't handle it — I used up all my ammo on a single enemy, and I'd really like to play this STALKER 2. Does anyone know?
There were some but not sure if any got updates
Then recommend me one, and I'll check if it's updated
Just go on nexus and look for mutant health tbh
Okey
I finally did it!!! I created a new item in game that reuses the same animations as another.
Took me forever to figure out how to export / import the FBX file properly and setup all the joints & vertex groups in blender.
hi pls i need help info with O.X.A on stalker 2 im trying to convert a weapons its say move to inventory but when i move it nothing happen
Won't work on unique weapons or if you're one of those weirdos who has like billion items in their +1000kg inventory
If it's more complicated than that you're better off going to the OXA thread
Trying to with basic AK 74 N and full place on my inventory, Pressing Convert, moving in my inventory, nothing appear
Does the text change at all?
Nothing change, qctually using ur guide but cant convert
Should switch to "ensure all attachments are removed" then there's a 2s delay before it says CONVERT and you hit enter
Any texture mods?
What modifications are on it?
Yea that's a unique weapon
oh, how i can know that ?
Lummox AK
It's an annoying one because it's literally just a regular AK with a scope on jt
That the same like ohter AK, but with other name
And with OXA, that scope is removable
Okok !
Yeah it's probably the biggest cause of 'cant convert' reports lol
Okay, all works when i buy a basic AK
But what the convert do ?
Add barel and parts finding in the game right ?
Yeah so convert just sets up the weapon to be compatible with the OXA weapon components system
Meaning you can swap out the barrel, fire control group, and stock/grip with parts that you find. Some weapons have an extra slot - the AK, for example, has a slot for an RIS adapter, whilst the Vector has one for an extended handguard
It's intended to replace the technicians once it's all done
Probably a good thing you didn't convert your Lummox AK because technician upgrades are lost and can't be applied to an OXA weapon
Yeah, gonna try with fresh other weapon
The idea is that rather than having a dozen upgrades that apply small (permanent) changes, you can instead get big changes from fewer modifications, and swap them out however you like
Do we have the mod that shows factions when aiming at people?
OXA does it
@hazy ivy Do you know why I do get this localisation text sometimes when pressing T? It doesnt happen always and its removed when reloading the save
Shift+T
Toggles the debug text
It's for reporting missing/incorrect IDs
As someone saying 'i saw a freedom guy with the wrong tag' is pretty much useless for fixing them
Might be that you're sprinting whilst tagging - I should probably switch it to Alt-T
Oh no problem at least I know the workaround now, basically press again shift T right?
Correct 🙂
thx mate
Oh and if you get a bad tag, just screenshot that and drop it in the OXA thread
Hey guys, Im making a simple cfg file mod to add a new consumable item, and I think everything is correct, but I keep crashing with a Fatal error on the "loading mods" step during game launch.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020
I've only created two cfg files. A referenced ConsumablePrototype and MeshPrototype. New eyes might be needed here haha.
I basically copied the struct from existing config files and did a ref_url in new cfg files. Same formatting as always.
How are you packaging the mesh?
With the SDK. I've got a new skeletal mesh working already and it re-uses an existing animation. Also created an associated StaticMesh for in world spawn. It's functionally identical to the Hercules/Psypills items.
The meshes are packed in the .utoc and there is only the two .cfg files in the .pak file. When I temporarly remove the .pak file, but keep the .utoc in my ~mods, the game no longer crashes. That's why I figure it's something with my cfg files or .pak.
I can send the whole mod if that would help.
These are the assets in the SDK.
Animations are working great in the editor
Okay so the issue is definitely something with cfg files in the pak. I changed the cfg files to point to only vanilla meshes and assets, and then I removed the custom meshes/assets entirely from the mod so it's now only a simple cfg file mod.
Still crashing, but at least narrowing it down
I fixed it somehow by tweaking cfg files - but I made the classic mistake of changing multiple things at once and I have no idea what worked.
Is it possible to add a weapon part system like gamma, now that we have the sdk?
Here's the final result of hours of research haha. A new consumable item - Aspirin! It's lame but I'm so happy it works
Hell yeah
@hazy ivy did the standard mod add the few item to sell etc ? Or just modding ?
Just weapon attachment changes, and adding those attachments to traders
Okay
Do u think i can change Proto to Standard in my current game ?
Pretty unlikely, there'll be a bunch of references to non-existent items which typically causes a crash
has anyone tried making outfits or new weapons? i have a ton of models I'm interested importing but I'm only familiar with modding Arma
@hazy schooner GSC released some intro videos on doing weapons, i would imagine the process isn't too different for outfits.
alright thanks ill look into youtube and see what i can find
It's definitely doable. The FBX exports from unreal are pretty good
It'll mostly be challenge to rig up the new weapons to fit the animation systems inplace or create new animations.
I’d love a more modular armor system. Legs, chest, head and mask would be cool.
yeah i didnt want to create new anims yet because ive only just started learning animation. so instead i was hoping i could import some different AK variants with something like Zentico furniture etc and use the vanilla AK anims for it if possible.
😆
Why are u asking this in the stalker 2 modding channel, just curious about the thought process
Yeah but specifically stalker 2 ^^
And no, multiplayer projects aren't legit
See rule 11
I guess reading is very difficult
dont need to be an asshole i get the memo
u r the only one that created sassiness asshole gg.
¯_(ツ)_/¯
man, it's really a shame that the SDK is so big, i'd love to play around with it
Everyone,
How do I merge localization file together, I have infinity and restore cut content and cut content dialogue is missing
Wasn't there a tool to merge automatically at some point?
There's so much wrong with this picture, including the question of why it is here🫡
lmao
Since you're posting your diet choices, might I suggest some protein and fruit on the side?
Anyone had issues with the new SDK crashing on startup? It was working fine for me last night. Classic reboot didn't fix it surprisingly.
Fatal error: [File:Unknown] [Line: 960] PresentInternal(SyncInterval) failed at D:\STALKER2\s2editor\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:650 with error DXGI_ERROR_DEVICE_REMOVED
Definitely don't want to redownload all 430 GB again
Incase anyone is interested, I fixed it by disabling the steam performance overlay. It was changed in a new Steam update and Unreal Engine does not like it.
Yeah I just started down this road myself. I added a new consumable to the game yesterday that reuses the animation from another item. Had to rig up my new model to have the same bones in the same locations, but it worked pretty well. Same approach should work for weapons I would imagine, just more complicated.
I can send you the mod files and Blender project if you want.
wtf
https://www.moddb.com/mods/stalker-anomaly/addons/saiga-12s-drum-magazine-kit/page/2#9026334 Hi, is there a solution to make it work in BaS 2021 without the mod loader? Trader AutoInjet doesn't seem to work. Haha, yes, it's Stalker Anomaly 1.5.1.
Where would I find the values to adjust the "zoom" in when you aren't holding a weapon
I've been trying to get the empty hand zoom mod to work but it conflicts with 1.5 and won't let you loot mutants
So basically I'm looking for the corevariables cfg but don't want to unpack the entire games stuff
I can send you
thatd be cool
I found the correct config now I just need to figure out how to get it repacked and for the change to actually work
Thank you
when repacking the pak file, should it be "compressed" or not when using unrealpak?
I didn't quite understand, the file should be in .pak format
disregard, I figured it out !
Hello! I’m new to STALKER 2 modding.
Can someone please help me with adding a specific item (like a Vintar rifle) to a stash on the Zalesye location at the start of a new game?
Which exact files do I need to edit to make this work?
Thank you very much!
i noticed this too, i think there may be a conflict with named weapons
Hello, mates.
We are restoring the cut STALKER 2 content, and are looking for people who know how to work with UE5 3d materials, including fluid ones. PM me if you are interested.
Hello all i'm creator Mod UE4 and 5 +(Skyrim, Conan Exiles, Ark & Stalker2 )
I wanted to know if anyone would be able to create Glow Maps for mutant creatures, weapons and armor (like the luminescent veins on a bloodsucker).
as far as i know emissive is kinda broken, tho id love to be proven wrong
please help, I installed everything strictly according to the instructions, the mod works, but it is not clear in the description
Duplicate localization - You have another mod that installs localization, probably mutant loot. You need to delete the localisation files from the other mod so there are only OXA localisation files in the mods folder
You can still use the mod, and it's localisation files are included in OXA's
is anyone modding the game for new guns/models?
When installing or doing mods is it easier on steam or gog
I just got this little guy in game
ak 105?
the OKP7 sight.
aah
It's not in the original game
Is this gamma?
Stalker 2
no new guns, but heavily modified standard guns
slap a 21.7" barrel on an AK
Aliexpress 105
what do you mean by that?
All the components have different effects on stats n stuff
stalker 2 guns have different stats from real life version
like the as vall is 900 rpm, hk416 should be 850
in game they are off
could always throw it in, looks like it wouldn't mess with balance too much
10% increase in fire rate for the HK416
hm, someone was doing it already with another mod, but i think it got left behind
adjusting the fire rates would only be like a half hour job if there's no silliness with animations or audio
also another question
the game has the mk14, that gun has 700 rpm full auto for the military version
single fire for civil
if you slap 700 rpm to a single fire gun, will the engine mess with it or nah
You'd need to mess with the audio for that
weapons typically have different audio for single shot and rapid fire
yeah
with the rapid fire being a chain of single shot right
this issue is very noticeable in tarkov
highlights BSG incompetence
that's where it's different - I assume it's modified so they don't just get INCREDIBLY LOUD by stacking on top of each other
so if you don't have the rapid fire audio it clips it I think
been a while since I messed with it
that being said there's nothing stopping you from stealing the audio from another weapon of similar calibre
yeah
that would include the suppressed version
and the mod id like to have is a futher expansion of the character
making it a bit rpg
like physical skills, technical skills
q
There is a "Glowing bloodsucker eyes" mod on nexus. maybe get in touch with the creator for that one, dont know how he did it
Hey guys how are you ? i got question witth tthe new Kit devs drop do you think we could merged weapons mods with blender or so ? And finally get new guns in this stalker 2 game that has 3 sniper and 5 AR ! And yes i'm a little sad/mad comming from gamma and frosty modpack when i finished stalaker 2 i was like why do the dev only put like 30 weapons with like some Mods and unique skin on it ! Btw thx to @hazy ivy who make the game playable i did my all playtrhough with his mod and can't imagine doing it without !
Does anyone have any idea how to move around where the ammo count is displayed as a HUD element? I need to move the actual counter down on the Y-Axis.
@junior shoal yes it is already being done. People are getting working guns and attachments in game. I recently got a new OKP7 Russian scope working on the AK74 yesterday.
Yeah it’s happening right now. It’s 100% doable with the SDK but it’s still in the early stages figuring out how it works and the correct workflows.
Another guy in another forum actually has new guns working in game. He got a SCAR16 or 17 or working in game. Fires, reloads, and everything, but it is reusing animations from the HK416 in game.
I have not yet seen anyone create new animations for anything Stalker 2 yet, but it’s just a matter of time until someone sets up the correct rig in blender and figures out the correct setup for import / export into the game.
i dont know what to do
Man, how's going your OKP mod? I really need it for my As Val 
I wasn’t going to release it as a polished mod. It was more of a fact finding exercise to reverse engineer how it all worked. That OKP7 model was ripped off the internet somewhere as well so it would be plagiarism/theft to distribute it. The model / textures on it was not amazing anyway.
Maybe I’ll brush up on my blender and substance painter and get some polished attachments released, but I’m mostly just experimenting at the moment.
For stalker 2 mods, are there any mods in steam workshop that arent available in nexus ?
Or nexus will always have the exact mod by exact author that steam has
There is mods that aren't on nexus and there's mods on nexus that aren't on steam
I'd just stick to nexus, usually everything important is on there
Yeah, generally almost everything is on the nexus.
has anyone been able to figure out how to make upgrades/attachments change materials on weapons?
I have been trying to crack it but not entirely sure where to assign it, but you can change these static meshes over to (lets say) the nightstalker over to the standard kora (i did it with the hammer and trigger) so im wondering if there is a way to swap the barrel to the upgraded TIN version from the nightstalker or something.
i know how to swap static meshes in the files, but id really like it if they changed based on the upgrades that are applied to the weapon. if i can crack this one it would be awesome.
once i figure out how to distribute these guns or add them to merchants ill be sure to drop a mod so people can buy/customize weapons because changing out those parts is an awesome feature and its insanely easy.
i also messed around and found out you can change this line to the highlighted (i think its defaulted to EN_grip_2) and itll add the magpul VFG from the sofmod rifle instead of that goofy ass big one that comes default when you add add a grip to the rifle super easy little thing to add if youre one for details.
Gents, ladies
Correct me if I'm wrong, but with the Phase 1, we cannot access nor modify the game logic with C++ (yet) ?
I'm no mod author just a simple stalker, but I specifically remember reading a comment that said no C++ yet. Not sure how accurate but I did see that.
Not possible at the moment, not sure if it ever will be, I read somewhere that thatwould require even deeper access to the gamefiles
We'll see though
I just installed the SDK and i would like to create a mod to make a mag reload system like in Tarkov. anyone who tried before ??
Unless you plan on reworking the entire gun system mechanic, adding a crap load of new UX to support it and then making hundreds of new items with icons. Bests of luck
We cannot edit game logic through the SDK (yet) as it seems.
I don't think anyone's going to be doing that for a long long time, at least until injecting or reworking game blueprint and code logic works
And for the few weapon files I've read so far (I've had the same idea) the gun logics is not made to support such systems
Back in the days, we've had to wait OpenXRay to implement such systems and even with it, it took me 6 month to implement it into Autumn
And in the end, we've had to scrap it almost entirely because it was buggy asf
OMG
well, i'm not planing on reworking the entire gun system, but Im just gonna try to make a magazine as item in the game
I suggest that you take a look under the hood of Tarkov (with SPT you can do it easily) to see how they have made it
Long story short : they have made that system, then built the game around it
Not the other way around
I think that it's a very immersive mechanic, it's sad STALKER 2's devs don't implemented
If you want to ruin accessibility to your game, sure. Not everyone wants a tarkov 2.0
Plus, good luck to sell a Tarkov 2.0 as widely as Stalker 2 sells
As much as I love Gamma and EFP, we are a minority in the Stalker community
Tarkov or DayZ at the beginning were a minority ...
And still they are
Is there a mod that JUST increases bullet velocity and flatness to more realistic levels? I dont feel like using Better Ballistics because he makes too many changes I dont want in my game on top of those two things
not to my knowledge, but if you want to have a go at modding it's a relatively easy one to try
It's a handy skill to have, lets you change all those little aspects of mods that don't quite sit right with you
the furthest my self-modding knowledge goes are some basic .ini tweaks if you even count that
wouldnt have the faintest idea where to look for this
We've all start that way you know.
guys how can i boost weapon condition which drops from enemy
My best advice would be to download Better Ballistics, unpak the files and see what's inside and start fiddling with it to learn
- Grab a tool like this that lets you unpack .pak files https://www.nexusmods.com/stalker2heartofchornobyl/mods/374
- Extract it to your 'modding' folder, then download the mod you want to look at to that folder. Drag the .pak onto the 'unpak' .bat and it'll unpackage it
- You'll see it's created a folder containing yet more folders. This is all a basic .pak file is, essentially a fancy .zip for config files
- Have a look at the configs, then once you know what you wanna change, make those changes and save the file.
- Once you're all done, drag the original root folder onto the repak.bat and it'll give you a finished pak file
As immersive that is, stalker 2 mid to end game has a scaling for damage pretty bad, the further you go the more bullet sponge enemy are
I would find very annoying to deal with enemies that tanks multiple mags to die and then spend 10 minutes just to repack and sort everything
Instead, simil tarkov in my opinion would be character development
We need some character skill and perks like tarkov, like gamma had
Would be cool and actually give a further impact on progression sense
What language is it in the .cfg files that defines the structs and stuff?
i believe it's a proprietary language specifically for configs that's a bit like C
you don't really need to know any code for them
unpack better ballistics using a program called repak. its CMD based but super straight forward.
and take JUST the projectiles file from better ballistics. when you unpack BB itll be located in "BetterBallistics_Main_97_P\Stalker2\Content\GameLite\GameData" (its called ProjectilePrototypes.cfg) and then repack with JUST that file, that should get you what you want. at least to start, you can start tuning from there.
its a little cumbersome but i have my workflow down to "open cfg, edit, repack, drop .pak into mods folder and start testing" it takes less than a minute, the game takes longer to load and once you get it down to what works for you youll be able to make changes super easily. this is exactly how i started modding this game for my hardcore24 mod. \
this pretty much made it a must for me to work on a damage mod because i couldnt stand how tanky and weird everything got after that point. i also run better NPC progressive loadouts because i got sick of everyone running exo suits everywhere i went. i still want some poors running around doing poor people stuff, especially since im still just rocking the marauder fit with a 74u.
Don’t click that link
So I might be a donut but, I've been trying to upload something to workshop with a thumbnail.
I just get this message each time, is there somewhere specific I need to put the picture to use it as a thumbnail?
(pretty new to all this modding stuff, so help would be appreciated)
iirc max size of picture should be no more than 5mb
yeah the picture size is small enough I'm pretty sure
edit: so the picture is small enough, not really sure why it wont upload it
🍉
I think its funny that seemingly, to test the mutant loot system, they had set up a "DefaultMutantLootGenerator" where every mutant would drop one sausage instead of their respective loot
Imagine if all you got was sausage from mutants 
It would be very funny. Im currently wondering if there was a way to make zombies lootable like the other mutants instead of dropping their gear... But then youd have to make a new Item for it and a quest at malachite and all that. Probably not worth it
I just started getting into "modding" just configs for now. Can someone smarte than me tell me why this does not work?
The values work if I dont try to exclude the rest of the file but as soon as I want to single out the changes I made into a new config it does not
i dont think corevariables can be refurld
Ah, so it only works on specific configs?
Most configs. I think a lot of corevariables doesn't have any SIDs, and when the game goes looking for the data it contains it only looks in that one specific file.
If you imagine each struct as physical paper folder, the SID is the label on that folder that tells the game what's inside. Using refurl doesn't tell the game to replace the original, it simply creates a copy with the same SID. Then when the game looks for the various structs it needs, it finds two copies and uses the most recent of the two.
Without an SID, the game doesn't know that your modded content is supposed to be replacing the original content, and effectively ignores it.
any mod compatible with 1.5 that reworks artifacts?
That is a very helpful explanation, thank you so much😊 Totally get it now, I had no idea the SIDs were necessary for refurl to work. That's why merging cfgs and conflicts are happening so much I assume. Makes Sense now
chat how good are these tools? are we gonna see some good overhauls anytime soon or big nothingburger?
It's phase one
Curious to see how many phases there will be 
It is 2034 phase 34 of s2 sdk has been released, you can finally edit the c++ code
I think we will be at like phase 3 in 2034
But by 2033 Eastern Europe is going to be a nuclear wasteland due to the nukes that started the Metro series
so...

Are there any mods that "unlock" the later areas of the zone for free access rather than behind a point of no return?
phase THIS

Maybe its not an actual info, but found it by muself as good point to start stalker 2 modding
The only one that has anything like that I've seen was the free play mod on Nexus. He's trying to have the map unlocked without the story
never even saw that, pretty cool. will keep an eye on it
@sweet widget after nuking the entire god damn game to pieces, it was this ONE file haha. i deleted everything besides this folder and for whatever reason this was the one that was holding it up. i think its because i used that "unlimited saves" mod.
which...if thats the case means im back by like 6 hours haha so that kinda sucks but at least its working now. fuggit.
thanks for the assist.
EDIT: now stupid fuckin stalker wont find my savegames. god damn the devs choices sometimes are fuckin unreal. "nothing signed to this account?" no i just reinstalled the game "yup, nothing to see here, start a new game!"
like them removing the ability to skip new game cinematic. jesus christ.
sorry venting and not mod related but i needed it so bear with me.
To be fair, using a mod that altered something to do with saving isn't really the games or devs fault for your game not working, that goes for installing any mod
🍉
anyone knows of any mod that would reduce the loot system significantly? (stash's and boxes)
@tidal yew are you working on something for Stalker 2 since SDK is out?
I’m downloading it, about 250-300 gb remaining.
Can someone explain to me why there is herculesweight and herculesweightpenalty that seemingly do the same thing and also what duration 300.f means?
My theory on the two seperate entries is that it adds 20 kilos to your backpack but doesnt make it so you can actually carry 20 more, which is the job of the penalty one?
Its a bit confusing
I figured out the .f part, still confused why there is 2 entries
.f identifies the duration as a float rather than an integer. The two parts have seperate functions, i believe AdditionalInventoryWeight increases your total carrying capacity (the amount you can carry before you stop being able to move) whilst PenaltyLessWeight increases the amount you can carry before you incur a movement penalty (i.e. the length of the green section of the carry capacity bar)
That was my understanding, thanks for clarifying! Is there any specific reason these two would be made into something seperate instead of just being tied together? Like being able to carry 20kg more also meaning the PenaltyLessWeight movement penalty gets pushed at the same time?
I guess thats just how they coded it
Personally I'd have used a single value for max, with the penalty level set to X% of max, where X is set by another config variable so it can be adjusted when balancing the game. Ultimately it does the same thing though, so the answer basically boils down to 'it is the way it is, because they made it the way it is'
That was how I thought it would be before seeing the config files, then I was a bit confused, but yeah that clears it up
yea there's a lot of that kinda thing 😛 There's also a lot of seemingly unused effects, so always crosscheck your consumables/artifacts/whatever to make sure you're using/modifying an effect that's actually functional
I've modded 7 days to die stuff before, and those configs were 100 times worse... Always interesting to see what kind of solutions devs come up with
I don't even dare to imagine knowing how much fudging is done in the tech industry
The solutions you come up with when you're absolutely at your wits end not getting it to work when you try to do something properly
got this far no idea how to test it or do the cfg's
For cfgs, check this: https://discord.com/channels/504587323577729024/1390024650469146744
Was thinking,since GSC has fixed the Stalker Space Program
Could we potentially see it return as a Mod?
Made my freaking day after seen enemy's fly from a headshot
Especialyl after the Mosin got added
Anyone got a clue what PsyNPCType in the summon ability from the deer under the boar entry is?
there were a couple of mods for Hk416 on nexus, i assume striked for copyright?
the tan one?
There were 2
One was named HK family platform extension
Adds some more HK platform weapons like g28
Comments were all saying it wasn't working, he mightve taken it down to fix it
Is there a bullet drop/velocity mod that doesnt effect damage values or overhaul any weapons? just want pew pew to go straight and fast
Animators are next level. This goes hard.
https://i.imgur.com/3mzefBo.png any idea on this?
you can read this on steam
no big deal its patch notes
i know
i meant the localization issue
its not the only broken one
they forgor
wait its broken even without mods?
not sure didnt check
what kind of mods are you using
i cant think of one that would fuck with the localization
hold on let me disable one that wasnt updated
yeah i figured
it was a non updated mod
which sucks because i really needed that mod
tell me
You can probably live with it + it might make your saves with it unusable
What other issues are present other than the localization?
well if the artifacts are all fucked in the text, u cant read them
only issue is that i had my build based on those artifacts
now i m overweight and have to return to safezone to re address
am i wrong or wasnt there a mod that enhance the RTGI removing/reducing shadow flickers?
finally a goat who want to create weapons ! what in the hell is wrong with stalker 2 kit ? no one is transfering mod from X-ray to unreal 5 ? i hear about blender that can do the job please guys who do i have tto suck to get new weapons in this game that is amazing but get no weapons customisation at all ! i'm so sad guys 😢
Hey guys, if I want to make a weapon unable to install any attachments, how should I modify it? I replaced the AK74 model, and I don't want it to be able to add any weapon attachments.
Hi, I have a question is this mod that recently came out on Nexus Craftable and Lootable Zone is compatible with Stalker Unlimited or not?
Should be useable but get the Nexus ones instead, the locatizational files you need to install manually isn't working properly with the workshop mod
They just add new loot and makes them craftable (without workbench).
Almost works as good as the crafting in gamma
ok, thanks
You will need to find tools to use crafting, some icons are bugged at the moment but it's still a wip
Anyone happen to have stumbled across some lines that control Skif's hands when crouching? I'm looking to get them off screen or hidden.
hi guys! I was advised to ask you if there is a fan-fix for the MHM mod for Stalker 2. It seems like there is MHM_2.0.8S_1.5.1_FanFix
First time messing around with the Zone kit, just to get an understanding lol
cola addiction hitting hard
I'd like to take a crack at the Zone kit, but I'm sure there's actually talented modders already going full bore on it, so not even gonna bother 
modify the CompatibleAttachments section of the relevant weapon struct in WeaponGeneralSetupPrototypes.cfg
Awesome, it worked! One more question though: After replacing the model, the iron sights are slightly misaligned. I want to adjust their position to ensure they're centered on the screen. Can this be fixed just by editing the cfg file, or do I need to modify the animations?
@spring thicket If you open the sk_<weaponname>_skeleton and look at the sockets attached to the root bone (jnt_wpn_ak74 or something), there will be a few sockets that correlate to the various camera positions for the different weapon sights. The default one for iron sights is called CameraSocket, and then each scope attachment has it's own.
So you could adjust the location of that CameraSocket.
Then I believe there is also some aimcurves that can further tweak it, but I had trouble correlating them to real camera position offsets or anything. The units didn't seem to make sense to me, but I believe those add an offset on top of the camera position to tweak it further.
@bold timber No
Haven’t downloaded the kit myself yet - does anyone know if it would be possible to modify the map such that global illumination could be removed?
really would commit some time to it if it were actually possible

No, that's not possible
Actually, map editing at all isn't possible with the Phase 1 kit
great.
probably holding onto that so they can release some DLC that also doesn't run well
Got it, I'll go try that out.
anyone know if there is a cleaned up ready to use rig for animations?
Please for love of god make an install video for your mod!
I just can’t get it to work and it looks amazing 😊
Its easy now, just dump everything into the mods folder, no UE4SS or SML!
Really? On nexus says still need those.
Awesome will try when I get home. Hope it works, I’ll definitely send a dono 😊
Does it? I thought I updated that 😭
Well I looked again Friday? As I always look at that particular mod and want it lol.
Either way if it works then I’m getting. Even if I need a clean install I don’t care.
Oh was just yesterday it went live 🙂
Standard is fine on an existing save (may need to respawn a weapon or two to get the attachments working, otherwise no problems)
Prototype requires a new save
Thank you sir for the quick responses 🫡
I don't understand how they make new weapons if localization can't be added?
no worries, let me know if you have any issues!
are there any plans for a coop mod?
there's a 10 minute conversation on the en-mods-general channel of the Stalker discord where we just discussed the many reasons it's probably impossible
you think this would become more of a probablity when GSC adds the actually multiplayer mode into the game?
its meant to be getting team death match style stuff or whatever it is
Unlikely - we have no source code access, and huge portions of S2 are hidden away in there
thats fair, was just curious
i mean this is all hypothesizing from people who don't have the skills to pull it off
unfortunately those people are very rare
I imagine after the dlc’s release they’ll then let you amazingly talented people have access to those files.
I’m new to the stalker series. Did they not do this for the OG games?
X-Ray was slowly and painfully pried open over a period encompassing nearly a decade
WHO SAID I DONT
CANITRUNSHAYIN2052
could the SDK do anything for game performance? it's still far from optimal
not unless you wanna start asset-replacing with low-poly/res versions
would that even do anything with nanite?
i guess the hope is that far down the line they release the code (it's a single player game and realistically we are 15 years away from stalker 3 lmao)
Doubtful. This is a proprietary engine. Even in case of original games the only reason we got access to the engine initially was due to leaks.
replace foliage with empty models 🤝
are you about to fix skifs shitty animations
unfortunatly not, was working on an SKS project and SDK released so I figured I would give it a go
we need someone to make Skif not run like a robot and break his arms sprinting with a weapon
also Skif ragdoll death would be 
Im getting an SSD the end of this month so i can jump on the Zone Kit wagon
inside of skifs animations there are full 3d death animations, not the classic ragdoll but it would work with the classic death screen
Hi, I've already completed the basic version of Stalker 2 twice and now I wanted to play with a lot of mods, so I created such a pack/list mods on nexus and maybe someone who knows can write whether all the mods are cool or add/remove something?
gork made a channel here too huh
AHHHHHHHHHHH
a lot of outdated mods there, you wanna clean that list up a bit
Okay, if i remove these outdated mods,do you think it will be good or are there any other interesting mods that should be added?
have a look at the other mods of the guy that made Dynamic Weather Overhaul, some nice stuff there
seems a decent list though - I'm not great for recommendations cos i spend all my time making and breaking things instead of playing 🙂
Haha i understand,thanks a lot for help
hello, is there a consolidated/updated list of mods for 1.5.1?
or rather, are there mods that are defintely broken with the update?
if you have a list you can post it
Is there a way to replace the Koupon Icon in the text dialogue box? It does not seem to use any of the icons for your inventory
/Script/Engine.Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Dialogue/AnswerIcons/T_Dialogue_Action_ICO_Money.T_Dialogue_Action_ICO_Money'
No wonder I couldn't find it in the Zone Kit searching for Koupon, thank you!
What is the name of the parameter for NPCs that is responsible for their reaction time?
when you jump out from around the corner, the time it takes for them to start shooting at you
OXA names busted for anyone else? Just making sure, because nothing I've done has fixed them
All of them
Ive tried deleting everything that I know has localization files with 0 luck, idk what I might have missed
have you looked in the mods folder? or are you doing this with vortex?
Vortex to install mostly. but it still creates a mods folder I can check
if you wanna post a screenshot i can take a look
this is what I have at the moment, ive been troubleshooting on and off
mutant looting
open it up and delete the localization files
you can still use the mod, just not with the localization files (they're contained in OXA's localization anyway)
Mutant Looting Enhanced just increases spawn chances I thought, odd
adds a bunch of extra parts too
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1475?tab=description
just to be clear, its this one
This mod improves the gameplay loop by making loot drops from lesser and some advanced mutants more consistent. Pseudogiants now offer slightly better rewards, making tough encounters more worthwhile
it should only edit ItemGeneratorPrototypes.cfg according to the description, it doesnt claim to add any
it might be EML tho
oh yea mb, im thinking of EML
just realized factions patch had its own localization files too, thought it relied on CLP or ML
Works now, thanks. idk how i missed that
yea they pop up all over the place. normally if you put 'localization' into the search bar it'll find em
This is Stalker 2
Does anyone know which file contains the Effect Type variables? Or is that something we have to build ourselves? c:
Hello, I've recently been using Extended Mutant Loots mode and it doesn't work in vanilla. Does anyone know why or know a fix?
My bad I'm new
I cant get this off my SOFMOD and I feel like a mod is causing it. Ideas?

@hazy ivy OXA is doing jank things to the SOFMOD
i disabled the mod and the funny little backpack attachment disappeared, the regular pre-applied laser came back (though it was a low-poly, non-functional model)
anyone know of any mod that would reduce the loot in stash's and around the map?
I know there's mods that have it ad a feature, but don't know if there's a standalone for it
Is it possible to deactivate everything that fucks up your mouse sens? For example when colliding with objects. The game still sometimes randomly slows down sens.. super buggy. I rather not have this effect at all.
Felt, i hate the bloodsucker and controller stuns so much as well
There’s a mod that disables it I think
Looking
That's beyond outdated, i highly doubt this is smart to use
stupid question that probably a million people asked before BUT imma ask anyway hoping someone will reply:
is there any stalker 2 mod pack?
there's stuff like infinity, unlimited or oxa prototype, modular hard mode (outdated atm I think)
it's not per see a pack of mods but overhauls of a lot of the game
cheers! so mostly from nexus mods / steam workshop?
yeah, generally from the nexus
How are people enjoying unlimited?
hello, installed some mods in the steam workshop, wanted to install some mods in nexus aswell. do steam workshop mods merge with nexus mods or do i only have to pick one?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1532?tab=posts
every day we get a little bit closer
its too bad its not compatible with flashlight mods or OXA's NVGs
has anyone yet figured out how to get the skeleton and mesh of the character working to get new weapons in? ive got a decent sks mesh and skele cooked up but ive not gotten the character skele working for anims
Wow major updates happened to the modding section of this game
Is it real that SDK for Stalker 2 weights almost 700GB?
with everything installed yes. i think you can uninstall certain parts depending on what you're modding, idk for sure
Does anyone have an idea what the textures for the PsyBlock, Hercules and Vinca are called in the game files? I can only find the skeletal meshes but dont know how to get to their texture from there
anyone know of anymod that would change aimbot from npc? also works on 1.5
Found it, if anyone is looking for this in the future: they are labeled just "pills"
I think there is Maklanes better gunfights
TY
There is people that post packs on nexus, look up clikrad on youtube he posted one a few days ago
Anyone have an issue entering this part of the map causes the game to crash? tried approching it from the west, north and east and it seems to be this spot where it gives up and throws a 0x0blahblah38
mods i have is the latest weather overhaul, better effects and vaulting
How hard would it be to mod character customization into the game ?
What kind of character customization?
like a portrait system similar to the kotor games
I would suggest taking one mod out at a time to narrow down the cause.
Oh I see you want menu system to customize Skif?
Sort of a preset character builder? Or am I way off haha?
head you can choose
i could see that only working if skif was made a silent player character
I would think doing a portrait system would be possible at the very least using custom Blueprint and some portrait assets.
Having it affect the actual model, I'm not so sure. If it's being set in something like /Game/GameLite/Blueprints/Characters/Player/BP_Stalker2Character then you could probably switch it out during portrait selection.
@hazy ivy would probably have a better idea as to the difficulty aspect, since they've done the most custom ui additions that I know of.
yeah, gonna have to do that and start a new game while im at it, not too happy with my choices this time
no mods (no~mods folder or workshop), fresh install and new save. crashes in same place. gonna write this off as a game crash
Hm. Alrighty, so I'm trying to add a new munition type (.338LM) and everything is going well up until I shoot. From then, it CTDs.
I've edited the AmmoPrototypes to include the bullet (it is based on the A762Sniper with adjusted settings), the ProjectilePrototypes to include the projectile type (P338LM) and the WeaponGeneralSetup file to convert the M700 to only fire this modded round. Is there something
I'm missing? Since it's only crashing when I fire the round, I'm assuming that means there's something wrong with the Projectile
Anyone had this issue before? Picture is only 33kb and it does not matter where I save it, it won't post it
try changing the image to a jpg or png?
Already did 😦
Saved in many different file locations, tried different formats. Output log doesn't give any obvious problems
that's really weird
cant find anyone else having that issue either, guess I'll just not uplaod to steam haha
Lord, I dont think I wanna be doing all of that, seems very stressful to do for every mod upload
But thank you
Just wanted to release something that Ive already uploaded to Nexus
ooh nice, actually being able to distinguish them will be nice
I thoguht it was just me being bad with faint colors, seems like its actually difficult for a lot of people lol
Just using simple stuff and texture replacers to learn Unreal stuff, never had any experience with it
yoink, let's see how this plays with my mods :)
Does not edit any config files so it should never mess with anything
the model replaces are honestly pretty cool.
I feel like the cossack vodka etc is really silly
I think they are fine, but I know people, incuding me, like real life brands for immersion haha
Some of those textures were a bitch to make, the water and Vodka I had to design by myself, same for the canned food because I couldnt find any usable labels online
yeah I don't imagine it's something easily available only because like, why
You'd be surprised. For the beer I found some russian guys personal blog/website where he uploads everything he does. One of is hobbies is literally scanning labels from beers hes had around the world
For others, I used chat gpt for research since my ukrainian skills are pretty slim so finding out what brands they have and all that and taking then googling their logos was a big help
the beer thing I can kinda understand 
Does anyone know what rank progression is tied to?
I wonder if it's like in the old games or just fix thresholds tied to mainstory
Are you attempting to do this in config only? If I recall correctly it's an enumerated property and new projectile types need to be added to some datatable to work properly
It's story missions, can't remember which though
I was dreading that tbh. Welp. I guess I'm gonna just modify the 308 cartridge to fit my use case
can someone just make a simple mod that replaces the radio station music with fall out music? there was one before and it was fantastic but the owner never updated it so it stopped working
Idk about fallout music
:p i can’t wait for the modding community to get better
do we know if there is an anomally "for" stalker 2 being worked on at the moment?
It's just that at this point the game is less enjoyable than ANOMALLY or GAMMA, but it's potential greatly outweighs that of STALKER Call of Pripiat
There really isn't an anonaly for S2 nor will there be a gamma for years to come
You'll have to wait until the full sdk is released (if that ever happens)
i hope gamma 2 never comes out.
You can kind of get an anomaly type of feel with the “new game start” and “debug game start” mods. It locks the main quest lines, and only allows you to do world activities and side quests as you move around the map freely. All zones are open by default. You choose where you want to spawn on the map and it gives you a basic loadout to start.
Pair this with an overhaul mode like stalker unlimited, or Oxide, then throw in some other mods like Looting/Crafting Zone so you get new items to collect and a crafting ability, and you’ve got a rough bare bones Anomaly style gameplay going on.
Still a lot that can be added, but it’s definitely a step in the right direction.
I’ve been slowly piecing together a mod pack to get as close to an anomaly mod for S2 as I can.
Just hoping someone can make a simple mod for campfires healing
Hello everyone, ladies and gentlemen, could someone tell me how to configure FMODEL and get rid of this error in the screenshot?
I just started making a weapon retarget from ST2, and people sent me some trial main files, but they didn't send me any running or module animations. Can anyone help me?
Anyone had any luck getting sounds to play in the mod editor/how to rip them/where to get them? I suspect you can’t check them out or export them for piracy reason(?) but not being able to play sounds really make creating animation montages a shot in the dark
Third video in the Mod Making Tutorial Series which covers replacing textures and audio, as well as installing the Unreal Engine and using the Unreal Engine Editor.
00:00 Intro
00:06 What is Covered
00:35 MachoSucker Preview
01:12 Unreal Engine Install
03:00 Setup Unreal Project
07:53 Install Wwise
11:54 Edit Knife Texture
19:55 Virtual Texture...
Can someone explain me what "Charges = X" means in EffectPrototypes.cfg?
Example
any one knows how to fix this?
after installing and merging mods only the sid shows for everything
Im very lost at the moment, I wanted to change one of my mods to use the refurl method instead of switching the whole cfg but I can not get it to work. What am I doing wrong here? Ive done Refurl before, but I cant figure it out for ItemGeneratorPrototypes.cfg
Ignore the [] Brackets, they are just from testing, it doesn't change anyhting whith them removed, I had that first
This is in the itemgeneratorprototypes directory?
...\EnhancedMutantLooting\Stalker2\Content\GameLite\GameData\ItemGeneratorProtoypes
I'm beyond lost with this one
Itemgenprototype cfg is kind of odd in my experience
I can tell, I tried to look what other people did in their mods, but no luck
[0] : struct.begin Got a feeling its got something to do with these zeros, can't tell what they are referencing I guess
Try following the templates example.
Add the skipref where it matches with yours see if that helps
0 is just an array key
[*] is an auto numbering version.
If you're not already using this it will likely help speed up testing:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1356
Still nothing, game keeps its default values... Wondering if its even do able
Yea I use that for testing
Its like completely ignoring my file it seems, something must not be correct
Last thing that might work:
BlinddogLootGenerator : struct.begin {bskipref} {refurl=../itemGeneratorPrototypes.cfg;refkey=BlinddogLootGenerator}
Might need to go at the end of the line. I can't remember if it only goes in the middle if the struct you're referencing has a refurl to begin with.
Ill try both
Wonder why this one is such a big issue. I had no trouble whatsoever with Consumables and EffectPrototypes.cfg
Well I tried refurl the old npc itemgen structs in this main file. I got it to work for the most part, but occasionally it would spawn npcs with 999 of everything
Something weird goes on with it behind the scenes
Wild stuff
An alternative you could do is define your own and ref the template
LinsBlinddogLootGenerator : struct.begin : struct.begin {refurl=../ItemGeneratorPrototypes.cfg;refkey=[0]}
And then you could refurl the blinddog.cfg and switch out the itemgen it's looking for instead.
Havent even thought of that... Maybe thats a plan
Worth giving a try
Cause the skipref did not do the trick sadly
Well hopefully I gave you some new ideas to try at the very least haha. I gotta get some sleep though. Good Luck!
Thank you!
Good night
Nvm, the BlindDog.cfg has 0 mention of the item gen, thats all just ItemGeneratorPrototypes.cfg
Alright off I go have a good one 😄
You too 😄
So, so far I've tried creating my own loot generator and then putting that into the BlindDog.cfg. For some reason the game won't load my newly generated one either though. Looked around to see what the difference between EffectPrototypes.cfg and ItemGeneratorPrototypes.cfg is. Everything in Effects has a refkey=[0] or some other template with it. The Loot generators in ItemGeneratorPrototypes are never referencing the template in the games own version... I'll do some more testing
Cant get it to work in any way, maybe someone smart will come along
Maybe you can have a peek at how the more mutant loot mod did it?
They did it the same way I originally did it, by replacing the whole ItemGeneratorPrototypes.cfg file instead of using Refurl. Which I wanted to fix for compatibility reasons with other mods
Hmm, I see.
Damm
already thought to look at that
I got it working without doing anything different. Started fresh, same folders same everything. Even compared the two files in Visual Studio. No differences, one works the other doesnt

Something changed in the later updates with how weight capacity works. I reduce my capacity from vanilla, but now I get this bug where I move normal again when near max limit and weight artifacts doesn't have an effect. Somebody knows what they changed?
if i want to use the oxa armory mod do i really need to start a new game
nah i just thought it'd be funny
but in all seriousness, in Standard there's no new game requirement, in Prototype your traders and spawns may be completely fucked without one idk
Wait hah because I installed the full version which is prototype I guess and if I want to be fully functional do i need to start over
it's definitely best practice but in all honesty, I'm not 100% sure
Oxide when we gonna get “Stalker 2 Oxide” first there was gamma.. now… 😂
Same mod folder name or different?
haha honestly idk, i couldn't get into gamma 😛
Everything the same
I’ve never played it but downloaded it because Grok made a masterpiece (I know with others mods as well) and it looks fun. I played the dayz mod and gamma looks a trillion times better.
Your mods are must haves for stalker 2 imho*
🫡
this upgrade overhaul is driving me insane
and i just want it to be done at this point
but it'll be good
you seen pics of the new weapon components?
Well sir your page has a dono button yes? I donated to grok but didn’t to you. Let me fix that. I know how much insanely hard work you all do for us gamers.
Not yet. I’m taking a minor break from stalker 2 as that’s literally all I’ve played for last three months 😂
Till 1.6
there's a bunch of random ones
Maaaan I’m trying to stay away lol!
Looks amazing
Only think I can think of is pak cache.
Sdk might add a unique identifier
show me a picture and I'll tell you 😛
Something was scuffed with the file for a reason unknown to me I guess
hmmm... maybe. I have no animator so that does limit me a bit, but dimensionally it's comparable to the SVU so it's definitely in the realm of possibility
Sniper rifles are phase 3 of the upgrade overhaul so gonna be a lil while though
Phase 1 is assault rifles and SMGs so that's the big one
No worries. There’s more than enough of your new guns I want to try.
I'll have a better idea once I'm onto phase 3. ARs/SMGs each have 3 main components that can be swapped out - barrels, fire control groups, and stocks. Some also have extra parts, like RIS adapters etc.
So the lil G36 you see is a G36 with the 9" barrel
that one's also had it's stock switched out and a picatinny rail added
But I don't know if I'll use the same set-up for sniper rifles just yet - barrels on assault rifles make for a good modification because you choose between manoeuvrability/speed (shorter barrels) and damage/recoil control (longer barrels)
we'll see, I gotta get this phase completed before I start on the next (I'm very easily distracted)
but ideas and suggestions are always appreciated
I love being able to change barrel and by extent also calibre
Changing my HK416 to 7.62 is peak
the second screenshot is gonna be the new model when you switch to 7.62

bigger magwell for chonkier bullets and a dummy thicc magazine
the clap of your caliber will surely alert the guards
I am positively buzzing
because stealth mechanics are broken
i started rendering the new inventory icons because it's easier than making them all manually
"HNNG COLONEL, IM TRYING TO SNEAK"
realised I'm on the wrong side of the fuckin gun lol
Peak stalger

Unbelievable work you are doing Oxide, this is amazing! ❤️
How far are we from a Gamma 2 guys?🙏 😭
years
@compact furnace #╟📸stalker2™-media message
That's a weird looking bunny. Doesn't look like it's burrow was wide enough to fit into.
What some of us aren’t veteran stalkers like you. Some of us (GASP) just found stalker and for me stalker GAMMA.
Then I see the amazing talent of modders like Grok, Oxide, Shay, Maklane, on and on..
Of course us noob stalkers want stalker 2 gamma 😂
Stalker 2 needs a lot of work before something like GAMMA can even be attempted.
You won't want to keep patching a collection of mods of that scale everytime they release a S2 patch to introduce fixes that also introduce some new bugs
At the current pace...
It probably will be years
Come back in a decade with the "S2 GAMMA now?" questions
That’s ok I can wait. I found this series and am not going anywhere lol.
Played dayz since 2012 and it isn’t anything compared to stalker!
worshiping a modpack compared to hardwork from individual modders isn't the same.
Really so I named four modders but I’m “worshipping a mod pack” 🤡
until next update think I’ll take a break. Don’t wanna annoy the mods and since I can’t meet you and 👊 🦷 I’ll just mossy on out cheers
lmao

i suggest therapy.
alright lmao
my apologies?
For what?
Gamma was created on the back of 15years of modding, like why would you even ask "when gamma2?" in maybe 17 years if your lucky
BUT BUT BUT
corrected to "my apologies" no need to pop off like that man
GAMMA IS AMAZEBALLS
lmao idc, i just don't know what you're apologizing for
i meant it as confusion, not berating, my bad home slice.
How do I upload a mod to the Steam Workshop? Do I need to download moodtool? 
Yes you would need the sdk to upload to Steam Workshop
you can upload using steamcmd
That’s true forgot about using that for file uploads
Thanks for your interest, and don't take the memes too seriously; for some of us, that's the only thing keeping us sane. As for ‘annoying the mods,’ I haven't seen any ‘modders’ complaining about your comment.
But yes, it will be quite a few years before we see anything like GAMMA.
@hazy ivy does your attachments mod break every update? or gsc got better lately?
if there are any tool/script requests that you all have to speed up the modding process, please make them in a reply to this message.
This weekend (probably) I'm going to do a very simple rig for 1P/3P in Maya 2025 using Advanced Skeleton, I'll also include a simple toolkit, these are the ideas I have so far:
-tool that creates a basic weapon joint chain with the correct names so you can just move them around and add joints as needed before skinning, probably needs presets
-tool that auto-gens/edits the config files for setting up a new weapon, takes an input for the relevant info that needs to go into the config, probably will require the user to manually export those prototype config files after each update or for me to do it on my end
-tool to import a skinned weapon mesh with a preset that will auto pose the rig into the vanilla idle for that weapon class or weapon (studio library?)
I've already made a custom animation exporter that is far better than the default maya game exporter
this whole thing will be a public git repo so it'll get updated over time
this is what i use for config files https://github.com/sdwvit/S2CfgToJSON
too much work, i'm more of a one-stop-shop kinda guy. why go through the conversions if you can batch edit the files with python
cool tho
this tool is exactly for that. here is an example usage https://github.com/sdwvit/MasterMod/blob/master/src/prepare-configs.mts#L71-L110 can go through all cfg files really fast and do any modifications you want in code
Huh. well maybe I can feed the info into that on the backend, it's basically just gonna be a big UI like this (ignore the shit actually inside it for now)


