#╟⚒stalker2™-mods-making-discussion
1 messages · Page 54 of 1
Idk if you are the author but if so, thanks!
yep im the author
Yo @hazy ivy I may have found a bug with your mod. I'm doing a Spark run and every time I kill Strelok the game crashes. I don't have any other mods enabled atm
huh, weird
haven't touched any quest stuff
been meaning to (replacing meds for arena etc) just haven't got round to it yet
does strelok have any unique weapons or anything
He's just using his standard AK as far as I could see
Maybe him having any items your mod adds or something?
Would an error code help you in any way?
so far OXA only edits the 'generic' itemgenerators. Specific NPCs get items from specific item lists, and only 3 of those have been altered - 3 corpses at the start of the game
Crash thingy gives me: ''EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038'' 🤷♂️
nothing else there?
One sec, lemme crash the game again lol
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038
Stalker2_Win64_Shipping
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kernel32
ntdll
That's it
I've noticed that even though one of the first tutorials for the Stalker 2 tools was new weapons, yet it seems like we have only had two new weapons? Any reason why? Is it simply a matter of no one has done it yet or is it difficult in ways I haven't spotted yet? (I am looking at the Anomaly/Gamma weapons, the cavalcade Fallout 4 weapon mod assets, and am curious about the interest in adding new weapons, the two we've added so far are exciting prospects)
oh god it's a 72 megs png. looks like edited T_GLOBAL_MAP_LEGEND? thanks @sand escarp where did you get it? I guess they removed "Legend" from the map since 1.3.1 because it doesn't really do anything there are actual marks on the map that are in the "Legend". Also there's russian for some reason I doubt they'd place it into resources. I just've added T_GLOBAL_MAP_LEGEND from 1.5.2 to the https://joric.github.io/stalker/ tileset (bottom left corner) and it doesn't have actual "Legend"
Upd. got T_GLOBAL_MAP_LEGEND from 1.3 and it's really in Russian. What the hell. https://joric.github.io/stalker2_tileset/
I did get past the fight by lowering EVERY graphics setting so it might not be your mod that's been causing this.
hey guys, i found a mod that was conflicting with mutant loots, unfortunately i cant modify it because it corrupts the pak file, can anyone help me on this?
Does anyone know how to repack .paks with zonepaq without compression?
noticed this working on the rig... there's just no way this got approved by a professional rigger/tech artist, the fingers don't bend properly
am I supposed to retroactively fix this in maya? sigh
i just realized you all have been dealing with this for years with the og stalker rigs, my sincerest apologies
well, that's the current GSC for you. all the people with proper experience from making the trilogy, ended up forming their own studios ages ago
4A Games, Vostok etc etc
fr this new gsc are amateurs compared to the ogs before they left
that's crazy
It's just unfortunate, it's impossible to make it perfect without editing every character model in the game lol
I can offset the weird rotation with the control curves in the rig but it will only help so much
just an example, it's better but still not ideal
maybe the weight paint was made specifically to go around the faulty rigging?
maybe, just goes to show how much the position of the joints matters too. I really can't explain why the rigging is this bad in any logical way other than like... it was done in a rush in the middle of a warzone and they just rolled with it
yeah that's what I thought too
but like, correcting it before rigging every single arm would've taken like 5 mins😭
once you're down the rabbit hole it's hard to get back out that mf
rest assured, I will do my best to salvage it

I had consistent crashs around the 50h mark. First crash on loading shaders, I got that fixed, then crash on loading any save.
Mixing manual mods and and steam workshop ones will introduce shit into your save. Might not even be reproducible at all.
Hey, just wondering what I would use to edit textures on stalker 2, I'm wanting to change some textures for myself on certain mods.
Yeah I know, I only got the one mod installed via Vortex. And it was, as you said, around the 50-55h mark
So just Stalker doing Stalker things
I don't believe this exists yet, but gatdayum did i love playing Viva New Vegas with this
https://www.nexusmods.com/newvegas/mods/64930?tab=description
Where did you get a rig from? I thought the game files did not come with a rig included...
i made it brother: https://github.com/DCCStudios/STALKER2_ModdingTools
dude, are we able to work on Skif animations like running with this?
Sure? I don't see why not, anything that uses the SK_Stalker skeleton should be animatable with this
can somebody help me,i have problem with scopes,i can see through scopes,but ther is no cross,nothing just empty scop.Sry for my brocken english.When somebody can help i I would appreciate.
I NEED ACTIVE TESTERS FOR PC ASAP, LMK IN DM
https://www.youtube.com/watch?v=_LD3_C8NQpc does ayone have this mod
Today we check out an amazing new weather mod for Anomaly/GAMMA that includes 41 new weather cycles named "Melancholy Weathers" by PIPNIK.
Make sure to support PIPNIK at this Ko-Fi link: https://ko-fi.com/pipnik
If you'd like to donate & support me: https://linktr.ee/Venoxium
■ Mod Download: https://pixeldrain.com/u/NwrnadQw
■ Mod Discord P...
this is stalker 2 mods making channel
@strong talon @unkempt canopy @fierce junco spam
fascinating, it's still here despite the person being banned
same post is also in botcommands and newbies chat
So, I haven't modded or played this game in a while. Anyone know of a good updated list of mods that actually work? A lot of the stuff on Nexus seems abandoned.
Suppose I'll have to extract the config files and update them all myself. ;\
just sort by updated on the nexus
Does anywhere know what file defines names for weapons? doesnt seem to be in files that set the SID/properties for the weapons
what do you mean
The SID is set when you define the SID
or do you mean the actual text
because that just uses a set formula in the localization files based on SID, like GunM16_ST would be under sid_items_GunM16_ST_name
?
that is what I was looking for, thanks a lot
no worries - make sure you look at an existing localization JSON. Sometimes the syntax is slightly different, for example Skif's Gun is a quest item, and it's localization is under sid_questItemprototypes_SkifGun_name
can some one tell me what does each line means in this?
Newbie : struct.begin
MaxSpawnQuantity = 1
InitialSpawnQuantityPercent = 1.0
InitialSpawnQuantityRespawnTimeSeconds = 140.0
MaxSpawnQuantityRespawnTimeSeconds = 480.0
WipeRespawnTimeoutSeconds = 480.0
SpawnSettingsPerArchetypes : struct.begin
Chimera : struct.begin
MinQuantityPerArchetype = 1
SpawnWeight = 1.0
its in GenericLairPrototypes
Chimera - kinda like a big dog
Newbie : struct.begin
MaxSpawnQuantity = 1 <-- Max Spawned
InitialSpawnQuantityPercent = 1.0 <- Intial Spawn Quantity = 100% If Max Spawn Quantity was set to 4 and this was 0.5 then it would only spawn 2 at first.
InitialSpawnQuantityRespawnTimeSeconds = 140.0 <- If lair is wiped it'll respawn the initial qty in 140 seconds
MaxSpawnQuantityRespawnTimeSeconds = 480.0 <- If lair is wiped it'll reach max spawn qty in 480 seconds
WipeRespawnTimeoutSeconds = 480.0 <- After wipe lair spawns will pause for 480 seconds
SpawnSettingsPerArchetypes : struct.begin
Chimera : struct.begin
MinQuantityPerArchetype = 1 <- If spawn type has multiple varieties like humans this specifies how many of that variety should at a minimum spawn.
SpawnWeight = 1.0 <- Chance to spawn vs other varieties.
thx for the respond
hey guys is this the right place for finding mods to add to gamma?
No this is the stalker 2 mod discussion channel
Fucking desert eagle mod was removed >:( That thing was crispy! Why was it removed?
Either the modmaker didn't like it anymore and didn't bother to archive it instead, or copyright protection
The modmaker got mad cos people were complaining about ammo compatibility, so he took his ball and went home
Fair enough
anyone knows where to find desert eagle mod for stalker 2? ive seen it here and there, but i cant find a place to download it
Literally read the few messages directly above
They took the time to type that long ass question AND edit it, and you expect them to read four messages that preceded theirs?
You can't force me to read.
I will not tolerate your tyrannical expectations.
This is stalke 2 chat
Just another person that cannot read and seemingly deleted their message
Oooft , cigarette smoking mod anyone? 🙏
anyone know's how to extract guitar songs from the game?


Someone knows if theres any mod under development covering model replacement? I really would love to see more militarized NPC's instead of the scify aspect of S2 (like KVMA model in anomaly)
I can't access this topic, how to unlock it?
_ _
@smoky spoke, remove your Newcomer role to:
- gain access to the restricted part of the server;
- ask for help/support with custom modlists (enabled/disabled mods in MO2);
- download additional mods for GAMMA;
- talk in the #╓☢stalker-chat (you'll need to be Rookie in order to post in this channel first)
▶️ Go to #⏩start-confirm to remove the role, but ONLY after you have successfully installed AND launched at least once the mod pack.
Hey guys, is there a way to print values for game settings (such as values set by Engine.ini) ingame via console mod?
I am messing around with settings for audio and wanted to check if the settings I change actually stick or are they overridden at someplace by something else
new roadmap just dropped
From ue 5.1 to 5.5.4 - i guess best feature 😁
Hopefully some CPU optimizations as well, the game is still heavily CPU bound
Maybe even 5.6 if it's stable enough, based on some Mol1t posts
UE 5.1 has a lot of experimental features that weren't really finalized versions. I imagine converting to 5.5.4 equivalent features will probably clear up some performance hogs.
Lucky you man, i am still unable to download the Kit
wrote with support etc no dice so far. Epic needs to sort their shit out
How the heck does it even matter where you are located, when downloading a free piece of software.
Hi everyone! Guys, does anyone have a normal guide to adding new weapons to the game?
All proper guides can be found on the official stalker server :V
There is nothing there, I am also a member of the official stalker server. What is shown in the video on weapons is 5% of the entire process.
Realistically you gotta just put the work in and figure it out. There's plenty of people to answer specific questions on things, but no-one's tutorialized it
Take an existing weapon, figure out how to make a copy of it in game. Then start swapping bits - new mesh, new animations
do it bit by bit, if you try to start from scratch then there's a hundred different things that could prevent it from working and you'll have no idea where to start
tell chatgpt what you're trying to do and it'll provide a step by step. and any hiccups, screenshot and give it to chatgpt to correct/troubleshoot
????
I mean in all fairness people are also still figuring it all out right now.
I did it about 15 times. On the ground, the weapon is displayed if you throw it out of the backpack, but there is no weapon in your hands and when you try to shoot, the game crashes.
bro have you read any of those
Not really 

I see (Said the blind man)
Read it again, I corrected it.
i was talking about the tutorials 😛
but yea, the joy of figuring shit out
so which weapon did you use as a template?
UDP
ok, and it has full config setup? WeaponGeneralSetupPrototypes, PlayerWeaponSettingsPrototypes, PlayerWeaponAttributesPrototypes etc
Yes
Yes, my brain is already boiling, wondering what I'm doing wrong.
send me the configs
I can send you the project
might be easier to send me the pak and ill just pull em from that
Sent a link in PM
ok so you've got a lot going on in here, when was it last functional?
may or may not be causing issues, but you can remove the "/Script/Engine." from each reference
This doesn't help, I've tried it several times.
also you're using the udp animBP, but you've added custom magazines which won't be defined in the AnimCollection
no i mean have you tested an exact clone of the UDP, with only the static meshes swapped out
if you do the entire weapon in one go there are literally hundreds of potential errors
Yes
Added a regular and enlarged clip in the animation. This still doesn't work.
What happened when you just did a replacement of the static meshes?
SDK SDK just overwrote them because the name matched the original. I reread the entire forum on GSC about mods to understand all the nuances, but I probably missed something.
You can put the assets wherever you want in your own mod, then just modify the .cfg to point to them instead, basically what you've done here
At the very beginning it was like this, the folder was called p_sig, but it didn’t work.
I mean, that's how i do it
I'd advise getting rid of all the attachments for now, they're just another potential point of failure and you need to reduce those as much as possible
you don't have to completely remove them, but make sure they're not referred to in the Sig's configs
and back to this, did you edit the AnimCollection's reloadingbySID section
Yes, I replaced all the animations that are responsible for weapons with my own in reloading by SID in AnimCollection
Ultimately my point is that this is way too much to do in one go. There's way too many potential points of failure and you've got no idea if you've fixed anything because multiple issues could be causing the same problem.
You need to go back to basics - UDP clone, test. Swap static meshes, test. Add a custom magazine, test. Etc, etc. The one-and-done approach just isn't gonna work when you've got this many moving parts to consider.
If you're not already, manage your cfg files external to the SDK. 7 minutes packaging for a cfg tweak is retarded and will make anyone give up before long
And this wasn't done in one go, all this was done 10 or 15 times, each time the errors were taken into account and the mod was created anew
You've got attachments, custom animations, new meshes, a bunch of config files
get it working, then add a component one at a time
making the entire thing over and over again is just gonna give you the same problems over and over again
Okay, I'll try with the primitive as in the video from the gsc and gradually increase. Thanks for your help. 🙂
sorry i couldn't be more useful - at this stage it really is just start with what works, then change it a little a time. Once you've got things down you'll be able to skip steps, but you'll drive yourself mad doing it this way
I'm the same, I don't wanna do little steps when I know how to do it, but speaking from experience, that's how you end up in a mess
Everything is fine. I'm not looking for easy ways.😀
zonekit is gonna make me crash tf out i swear to god
Has anyone actually tried to see if you can play ng+ if you force the prologue to start with console?
Anyone working on a tactical reload mod?
Not that I'm aware of
The issue with this is the prologue sets up a player generator that starts the player with specific loadout at the start of the game, the scanner, skif pistol, couple meds and food I think so all your inventory would be deleted.
ideally we would want to Read Save File --> Pull player inventory ---> create generator of current inventory --> set E01 Generator to this Generator ---> Player starts with items in inventory
but you then would have to do this for the end of the prologue as it sets up the player inventory once again trying to remove prologue stuff (there are ways of cheesing this) but you would need to do it there too.
"pull player inventory"
I mean, technically you can, you just need to run GetCountInInventory for every single item in the game
So there is a quest... that does this some what that puts current inventory into a stash and you escape detainment and retrieve it... but that's not exactly a solve for this lol
cause you're in the same session, new game is a new session so...
I mean there's gotta be a way to read the inventory from the save file some how right?
other than getcount
need a CPP mediator set up for it
side note, looks like we have a strong contender for August's "Load Order of the Month"
yes, this is the image I was sent
i have no idea how they've done this
still fixed it though 
that one at the top, its some ancient consumable/grenade weight reduction mod
ive spent too much time on this game
Does anyone know which mod makes the tan 2x scope to black ?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/704 but i dont know if it still works
sorry
I deleted where I wrote this
Warned danilamudila for: Don't ask for pirated versions of software anywhere in this server
Warning: 1
Remember guys Piracy is not okay and you totally shouldnt talk about it in this server theres a time and place for everything lol
True ship sailers dont reveal that they sail the 7 seas
Does anyone have any idea if someone is working on a multi-player mod for stalker?
Rule 11
anyway to remove the requirement on arena round 4?(you need to progress the main quest for round 4 to get unlocked) the problem is the shotgun reward is pretty much worthless at that point
which files i should look for?
Inf solv, author of Unlimited has done it.
might be a silly question, but do you think that "A-life found a way" and "shay's living zone" will conflict? They both touch on A-life, so my assumption is yes.
Yes they'll definitely conflict haha
Most likely case is one would overwrite the other and just end up with some odd results or possibly out of control spawns.
figures xD
I remember the crosshair couldnt be disabled when i first checked out S2, is there an option now to turn it off or possibly a mod?
It was bugged in one patch.The bug is long gone.
Sweet good to know
is any new mods going to coming to stalker 2
Can i translate other languages?
is there a mod for sr-25 in stalker 2 ? i was trying to find it but maybe you guys know better
Only g28 for now
anyone knows of any mod that add gurza dreaming song to bar radio? i need it on the loooooooooooooooop
does anyone know how enable fp model in simple photomode?
speaking of, cfgs are easy to test, just pack them with repak. But what about assets? Is there a tool to completely skip packing with SDK? That would speed up my workflow by a ton
who made https://github.com/Lpsd/FastTravelAnywhere ? https://github.com/joric/supraworld/wiki/Modding ue4ss mod and K2_TeleportTo hangs like crazy. also ended up with delay/game thread guards and time trottling but man that still doesn't seem reliable
How do u get into that?
Like view
hi guys!
im a newbie in stalker and ue5 modding
Before that, I only made mods for Hearts of Iron 4.
I have a problem: I can't open assets in the editor (specifically in ZoneKit).
As a ‘learning exercise,’ I want to replace some item icons in the Rusted Modpack build.
I unpack it with fmodel and get a bunch of inventory assets.
Following the guide, I copy them (preserving the folder hierarchy) to the project folder in the editor, and... nothing, it doesn't see them.
Although in the guides, people literally just drag and drop and it's done.
you have to checkout the files you are interested in, and then replace them with your files
I can't do the checkout because I couldn't find where the 2D textures for the inventory are stored.
But thank you for the advice, I'll look for it.
they should be the same name as files in rusted modpack
has somebody figure out how to use the ui_mcm.open_to(path) new function? I cannot go beyond the main game menu no matter which path I put
hi ! I'm trying to find script-file containing the stash generator . That is generator which gives coords of random stash from random corpse with random name of stash. I never thought that it would be so hard. I've unpacked all Paks folder by Fmodel. Anyway , content-searching program cant find any key words relating with generator. Can smb help me?
Maybe you could find it by looking at a mod like OXA that changes stash contents
dont think so, I found stash objects and easily can put any extra item. But generator ... I've racked my brain.
seems that it's in engine
Isn't it just CorpseClueStashPrototypes.cfg
I don't think the stashes are randomly generated locations, so it's likely just clues to stashes set in spawn actor cfgs: Stalker2\Content\GameLite\GameData\SpawnActorPrototypes\WorldMap_WP\0187B26B4BBEB71CF0271896683F3A86.cfg
And assuming that's true then it's likely StashPrototypes.cfg for the actual contents generated for some of the stashes besides specific scripted contents
seems like generator settings. But where are references to 3423ABD...cfg files?
Localization.DB file has 369 names of random stashes. Generator must refer to this file at least
I checked these cfg files of objects. but they are different by string "SpawnedPrototypeSID = .." It can be Safe, BigSafe, Bag, Backpack, Bluebox" But as i remember generator never refer to object type bluebox. So generator could take some variable/s from these cfg to get ability to give this stash?
So you're looking for a specific type of stash?
Also there are a lot of quest stashes (quest reward, from PDA, Journalist, and other) . As i understood generator doesn't use quest related object cause of string for example "ClueVariablePrototypeSID = DLC00_Stash_Deluxe_SmallZone_Zalissia" . Random stashes must be ClueVariablePrototypeSID = EmptyInherited
I want find way to open all stashes at once
Well not all stashes are generated on start
yes i'm know it
but ready to edit it
amount of objects wih emptyinherited mark is more than thousand. So they all cannot be stashes
I guess if open all random stashes , names of some stashes wil be repeated twice at least
and one more problem
Roughly looking at 20+ a lot of them are just SpawnType = ESpawnType::PackOfItems
If include packofitems , number will be about 6-7k. I've already deleted them 🙂
830 when filtering by:
ClueVariablePrototypeSID = EmptyInherited
StashPrototypeSID = Stash
i understand , all random stashes spawns at start . Mb we can add some string in these files to appear stash icon?
I see so you want to just have all the stashes known instead of as clues?
yea , bypassing corpse
in some file i saw function "Markers", then coords. Maybe that's it?
Probably would have to trigger it with a quest like GSC does with dlc thumb drives.
I thank about that. But, at least one random stash is in collector pipe at very start of game. If jump down from pipe, no one honest way to get back
I found one more function "showmarker = true" . But these files relates with shelters...
Could try this cfg Stalker2\Content\GameLite\GameData\GlobalVariablePrototypes\CluePrototypes.cfg an then set the DefaultValue = True. See if the quest stashes show up. If so then you'd have to alter it with the rest of the ClueVariablePrototypeSID. Which might mean editing all 830 to have set ClueVariablePrototypeSID.
by the way, StashPrototypeSID = Stash is not right for all stashes. Because of some stashes with specific items. StashPrototypeSID = Stash... rather means adding standard stash kits as for example StashMedicine_Smart
i will try it. I guess i'll be able to tell the result a couple of months later xD
FWIW check out how I've found all stashes and nerfed their contents https://github.com/sdwvit/MasterMod/blob/master/src/transformSpawnActorPrototypes.mts#L53-L74 and https://github.com/sdwvit/MasterMod/blob/master/src/transformStashPrototypes.mts#L5
Huh this is really interesting!
Is it possibly to recreate the weapon crafting system from gamma with the dev kit?
and similar question - is there mod to make upgrade system closer to cop? like technicians that specialize on certain weapons/equipment and require some tools to make t2 upgrades. i hated current system back in cs dont have idea why they returned it after cop changes
they affirmed to CS supremacy
Hey guys! Anyone know a way to show the object ID of an item we're currently looking at in-game (specifically for stash/crates)?
I'm trying to find the ID of the stash in front of me to get it in the cfg file. Example: 00C3D5A04D206EE40F720BBA1D247887
I think this might be in SpawnActorPrototypes.cfg maybe?
it is in SpawnActorPrototypes.cfg
00C3D5A04D206EE40F720BBA1D247887 : struct.begin
SID = 00C3D5A04D206EE40F720BBA1D247887
SpawnOnStart = true
PositionX = 485556.104477
PositionY = 518181.21665
PositionZ = 329.518003
RotatorAngleYaw = -59.827557
RotatorAnglePitch = -0.207035
RotatorAngleRoll = -0.029977
ScaleX = 1.0
ScaleY = 1.0
ScaleZ = 1.0
TextAboveActor =
DLC = None
LevelName = WorldMap_WP
PlaceholderActorGuid = 258ZU14SEUIZ87ZED8LHA98YX
PlaceholderMapPath = /Game/_Stalker_2/maps/_Stalker2_WorldMap/WorldMap_WP
MeshPath = StaticMesh'/Game/_Stalker_2/props/military/SM_mil_ammo_box_01.SM_mil_ammo_box_01'
SpawnedPrototypeSID = D_WoodenAmmoCrate_01
SpawnType = ESpawnType::DestructibleObject
bForceCodePhysicsDisabled = false
bWakeUpOnStart = false
StashPrototypeSID =
ItemGeneratorSettings : struct.begin
[0] : struct.begin
PlayerRank = ERank::Newbie
ItemGenerators : struct.begin
[0] : struct.begin
PrototypeSID = DestructibleStash_AmmoSNG
struct.end
struct.end
struct.end
struct.end
TileOffsetIndex = 89
struct.end ```
Yes, absolutely. But I would like to do the opposite.
In-game, when I look at an ammo box, I would like to retrieve or show its SID, so I can later find it in the cfg files. Similar to UE-Tools console where it shows actors entities. Maybe there's a way to achieve it using console?
There might be a console command, but UETools had a few custom ones like findactors
Yes! I figured out the stash giving procedure. Checked by two given stashes at sewer tunnel (very start of game). I just pushed these procedures into story line file E01_MQ01.cfg
highlighted - name of procedure
or rather its key adjustment
Name in top - my custom name. These strings must be added to file in order to give Zhorik stash
Its important to not allow mistakes. otherwise story line will be broken
also make sure that stash value of "SpawnAtStart" is true. Otherwise story line sucks again
zone kit can help you. load the level specific region, find your stash Placeholder, and then look up this id in cfg files
Oh you can do that? Awesome!
I just stumbled upon this youtube channel which has a lot of tutorials, and explain how to do it: https://www.youtube.com/watch?v=LolsMH73Yug
It might be a good idea to share this channel in the #╟⚒stalker2™-mod-resources . His tutorials are really good (world map, model editing, asset replacements etc...)
The guy even hangs out in modding channels
Hey guys! Is there anything special that need to be done in order to "Re-import with a new file" on a texture file in ZoneKit? Everytime I try to replace a texture file it says "Failed reimport: Filename_xxxxx_a (Texture 2D)".
I even tried to export to PNG or DDS and directly "Replace with new file" without any modification, and it still fails
Okay, so apparently I should use JPG file format to export/import. It works now
Just out of curiosity. Currently is easier to mod for Stalker 2 than to Anomaly?
Png works fine too. But you gotta turn on “support long paths” in settings somewhere
same, though I’d say modding for s2 has a lot of game breaking quirks, that’s why there aren’t many mods
like you can’t add another dynamic head gear item generator to already existing head slot
or mod working fine on base game but crashing on deluxe edition
(Who knows why)
absence of good logging / error messaging
slow sdk
no documentation
localizations… and so on, which hopefully gets fixed some time in the future
also quest prototypes coding is hilariously bad, spaghetti bad
if non-coding people were forced to implement rng and other algos using drag n droppable blueprint no code bs
This is really odd
Aww, it's a shame. I hoped that would be easier to mod in Stalker 2 🙁
I plan to play it only when we got some good overhaul mods
Maybe in... 5 years? dunno
Being honest to you, as a 3d artist by career and not a programmer, I find Stalker 2 way easier when it comes to any type of coding because of blueprints, which I've learnt to absolutely love thanks to stalker 2. I had to deal with blueprints in the past for work and it was absolute hell, now I love them. Its even helped me to understand programming way more, and even got me into python. Even .cfg stuff is actually pretty easy. When it comes to animation- you just need to learn the hows. And when it comes to 3d, its also incredibly easy- easier than Anomaly 100% on that front. Idk, atm I find quite a lot of freedom modding Stalker 2. Obviously there are things that need to be improved and things that would be great we could access that we can't atm, but the devs are super responsive to feedback of this sort.
Is there anyone that can help me port a 3d model into the game
I don't know if this is the right channel to ask
What exactly you want to do?
At the same time I’ve built 19 mods so far so I guess I enjoy it 😅
A good amount! 😄
Stalker 2 seems to be quite beneficial for you! Just learning more about Python is already a huge win :)) I'll take a look at these blueprints later to see how they're working, but for now I'm focusing on learning how to mod for Anomaly
thanks! gonna check it out
Anyone know where I can find the CoreVariables.cfg file to modify?
I read somewhere that it's at Stalker2/Content/GameLite/GameData/CoreVariables.cfg, but I can't find it locally nor within the zone kit
This is the correct path in the SDK directory. You have to use File Exporer the SDK doesn't currently load them for editting directly in UE5 editor.
Set up your mod in the SDK and then copy into your mod's content directory: GameLite/GameData/CoreVariables.cfg
Then you can make your edits with a text editor/code editor of your choice.
I found it, thanks
Also, does anyone know how to increase the carry weight by a lot and it to be in the green for the majority of it?
One of the configs under ObjPrototypes/ human something. Look for vital parameters or a specific weight limit like 80 (kg)
Made my first weapon reskin of the M860 cracker, thanks to the awesome Youtube tutorials by rbwadle!
Removed the ugly default iron sight toprail and added a vent rib to make it look badass. Inspired by the Tarkov MP153 shotgun 👊
Can you tell me how to turn on the viewmodel hands?
What do you mean?
When I switch to freecam, the viewmodel hands dissapear.
BTW, how do you enable freecam like that? Isn't UE-Tools not working since latest patch?
simple modloader
Using XToggleFreeCamera? This just freeze my cam. And UETools commands don't work
You can probably despawn trader npc and spawn same trader but with a different item generator prototype sid
and these can be triggered by anything really
like if you choose a specific quest path
or you have talked to a specific npc
or you sold a specific amount of gear (like a buying list for Kalina)
Apologies I didn’t notice I responded to an old msg
Would love some faction warfare and hideout building included like in gamma
Btw, MP153 mod would be awesome 👌
I'm discovering UE Blueprints, going down the rabbit hole... What kind of mad man could create such thing 
Don't tell me GSC wrote all Stalker scripts using that spaghetti system?
There's surely actual C++ code, for what they call "ALife" I guess, or quests maybe?
And if so, why using two scripting systems? I imagine blueprints are the first simple scripts they "designed" when they got their hand on the engine during their training/coaching with the UE guys. But when things get serious, you can't play around with a no-code UI bullshit, you have to write the actual godamn code 
Is there anyone that can help me port a 3d model into the game
Channel don't let me post link 
Check out the amazing Youtube tutorials by rbwadle. Search for "rbwadle" on youtube. He has a whole playlist "S.T.A.L.K.E.R. 2 Mod Making Tutorial Series" with 9 videos that are worth to check, with a lot of tips and tricks.
What you're looking for is the video n°8 called "S.T.A.L.K.E.R. 2 ZoneKit - Model Editing and World Map". It will explain everything
@alpine orchid @strong talon poking mods here. It would be really nice to add rbwadle YT tutorials playlist on the #╟⚒stalker2™-mod-resources channel. It's a great resource 🙏

Strange issue: There is no /GameLite/DLCGameData/ folder in my ZoneKit, even tho I have the Ultimate Edition. So I cannot edit textures there. Any way to load the DLC data in there?
As of right now no 
a life doesnt exist
they fake with squads spawning , but those despawn as soon as u leave the area
there is no persistent npcs moving on the map
_ _|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1306683555488862319/1388112186479476826/image.png?ex=685fcbb7&is=685e7a37&hm=e0c00815072d9ccc16ca9cf74d423656b9f9b8cc2307e9d07975e14a962cd584&
You can unpack everything from the game with fmodel. Sdk should be able to pick it up if you follow the folder structure correctly
i haven’t tried it myself apart from cfg files tho
Yeah I tried that. The ZoneKit doesn't recognize the .uasset and other files. Also, when I try to pack a mod, it throws errors saying these assets have incorrect tags
right, I you can unpack uassets into separate models/textures/animations using fmodel context menu
maybe that’ll work
Yeah that's what I did, but when you put in the ZoneKit Content folder, it doesn't recognize them
managed to make a fast travel mod for supraworld https://github.com/joric/SupraTools, kudos to that guy, huge help #╟⚒stalker2™-mods-making-discussion message
eh if you know exact files you want to edit maybe just import them and name them accordingly. Or do you want to actually see and export models?
If you find a way to export models for editing let me know
Yeah I will probably end up doing that, I'll let you know
Dude, stop leaking STALKER 2: Lost Alpha footage.
Haha funny I really don't care about Lost Alpha though, is that a joke. Is there a new Lost Alpha in development?
As of 1.5 that's not exactly true. There is persistance & offline movement in about 1-2km radius. However I wouldn't call rolling dice on who lives and who dies alife. Still it was a step in the right direction at least.
Hi, I'm making a mod that changes stash content, any way to refresh stash content in game or is the only way by starting a new game?
they are faked
once u leave the radius those npcs disapear forever
he just said up to 1-2km radius offline. its inconsistent and far from a good state, but its a step in the right direction. i suggest looking into A-Life Found a Way made by letswoolgather which tweaks those npc spawn/offline behaviors WAYYY better than vanilla imo
play some mods like oblivion lost 3.0, that has real a life
map wide npcs doing tasks etc, trading
i'll pass. lol
play some kirby dreamland
hi, only thing i can think of is spawning a stash via a blueprint
Is there any specific way to replace a widget blueprint via the SDK? I try to change the W_RepairPrice widget (used by W_UpgradePage). No matter what I do, or what setting/param I change it's never taken in account. And yes, I do compile the blueprint once I've done my changes
I don't know about the "Stash Refresh mechanics" (or if there is even one). What I know is that stash content is only generated when the player interact with it the first time. Once opened, the stash content is saved somewhere in the save. So if you open that stash again, it will always have the same content. What I suggest in order to debug stash custom content:
Find a stash you never opened, make a save in front of it. Apply your changes in the ItemGenerator, load the save and open the stash to get the correct content. Each time you do some modifications to the ItemGenerator, laod that save again and the content will reflect your changes.
because corevariables.cfg searches in the Game folder, and your Widget Blueprint is located in ModName
Oh okay... Thus the whole mess with BP... You can't even replace basic stuff
It can be replaced, but you will have to work with retoc and hex-editor. I can explain how.
I don't wanna bother you too much. Maybe you got a tutorial or something?
In the meantime, I will just change the CoreVariables.cfg to my own class
yeah,but this will cause a mod conflict with other
Yeah :\ I saw some Flashlight mods managing to load BP thru StalkerCharacter_BP or something
You can Created SDK Mod with name "Lame"
Checkout Widget Blueprint ,edit them and rename one symbol. (Example : W_QuickPanelHUD.uasset to W_QuickPanelHUE.uasset)
Pack the mod in SDK and copy to Stalker 2 Paks folder.
Extract uasset using retoc with command retoc.exe --aes-key 0x33A604DF49A07FFD4A4C919962161F5C35A134D37EFA98DB37A34F6450D7D386 to-legacy --filter "Path to widget blueprint uasset file(can copy from your pak with fmodel Picture 1)" "Path To Stalker 2 Paks folder" "Path_to_mod_folder/Mod_Name"
Edit with HXD programm in uasset widget blueprint string "Lame" L to G , and edited symbol to original and save.
Pack Mod folder with retoc ,command retoc.exe to-zen "Path to mod folder/Mod_Name" Mod_Name.utoc --version UE5_1
Rename new packed Pak to original (Example : Lame-Windows.utoc ) and replace with SDK packed .utoc file.
Publish mod.
Yeah I'm a fuckin dumbass, I just saw it
. It's extracted now thanks buddy
I've put it in ~mods first
I'm a bit confused with the last step.
Rename new packed Pak to original (Example : Lame-Windows.utoc ) and replace with SDK packed .utoc file.
Publish mod.
- I edited
W_UpgradePagd.uassetwith HxD and replaced all/Lame/with/Game/and allupgradepagdwithupgradepage. - I left the files named
W_UpgradePagd.uasset&W_UpgradePagd.uexp(I also tried to rename themW_UpgradePage.uassetjust in case, same result) - I ran
retoc.exe to-zen "C:\Users\me\Downloads\Lame" Lame.utoc --version UE5_1 - I renamed the generated
Lame.pak/.ucas/.utoctoLameStalker2-Windows.pak/.ucas/.utoc - If I move these files in
~mods, Fmodel recognize them - If I replace the created
LameStalker2-Windows.utocwith the one from the SDK previously created, Fmodel don't recognize it anymore - In all case, it doesn't work in-game
did you replace symbols ,or erase and type new symbols in HXD?
Well I just selected the letter, and wrote in it, like an editor :x (sorry I'm not a big Hex specialist)
ctrl+f ,find all edited "Lame" "upgradepagd" and change to original.
yep, same result. I'm trying different stuff see how it turns out
try use only generated .utoc with sdk .ucas and .pak
Nope, it doesn't work. I tried:
-
retoc: LameStalker2-Windows.utoc
-
sdk: LameStalker2-Windows.ucas
-
sdk: LameStalker2-Windows.pak
-
retoc: LameStalker2-Windows.utoc
-
retoc: LameStalker2-Windows.ucas
-
sdk: LameStalker2-Windows.pak
-
sdk: LameStalker2-Windows.utoc
-
retoc: LameStalker2-Windows.ucas
-
sdk: LameStalker2-Windows.pak
did you get green bug crash window?
Should I rename the files the files named W_UpgradePagd.uasset & W_UpgradePagd.uexp to W_UpgradePage.uasset & W_UpgradePage.uexp before repacking with retoc?
yep
Okay yeah that's what I did. I get no crash, the game load normally, but the modification is not there.
It works if I make a normal SDK mod with CoreVariables.cfg modification to load my BP (using a classic checkout + edit content version)
Try search in fmodel old string names (Lame and upgradepagd),maybe you forgot edit somewhere
I'm not at my computer right now trying to help blindly.
Wait a minute, you have to put the final mod in \Paks\ not in \Paks\~mods\?
nuh uh,in ~mods
It works if I put this in \Paks\:
- retoc: LameStalker2-Windows.utoc
- retoc: LameStalker2-Windows.ucas
- sdk: LameStalker2-Windows.pak
Okay. In order to make it work from \Paks\~mods\, the files have to have the _P suffix. So the problem came from here 😉
- retoc: LameStalker2-Windows_P.utoc
- retoc: LameStalker2-Windows_P.ucas
- retoc: LameStalker2-Windows_P.pak (retoc or sdk here doesn't matter, it always works)
Awesome! That's a sneaky tutorial 
Thanks for your help buddy 🤘
All of that to make the bp load?
much easier to ask ppl to install simple mod loader and type command to load the mod
All of that need to avoid editing corevariables.cfg
Also,subscribe to item easier than use simple modloader
Honestly, it isn't that complex. Here is the detailed process
- Open SDK, Create a mod named
Lame - Checkout a blueprint, edit the content and rename the file with one symbol (ie:
W_QuickPanelHUDtoW_QuickPanelHUE) - Pack the mod. Copy the pak/utoc/ucas to
C:/Path_to/Stalker2/Paksfolder (not ~mods folder!) - Open Fmodel, browse
Lame-Stalker2Windows.utoc, find yourW_QuickPanelHUE.uasset. Right click on it > copy "Package Path" - Path should be something like:
Stalker2/Content/GameLite/FPS_Game/UIRemaster/HUD/QuickPanel/W_QuickPanelHUE.uasset - execute retoc cmd to extract the uasset:
retoc.exe --aes-key 0x33A604DF49A07FFD4A4C919962161F5C35A134D37EFA98DB37A34F6450D7D386 to-legacy --filter "Stalker2/Content/GameLite/FPS_Game/UIRemaster/HUD/QuickPanel/W_QuickPanelHUE.uasset" "C:/Path_to/Stalker2/Paks" "C:/custom_working_dir"
- Open extracted folder
C:/custom_working_dir/Stalker2/Content/GameLite/FPS_Game/UIRemaster/HUD/QuickPanel/ - Edit the extracted
W_QuickPanelHUE.uassetwith HxD: Rewrite everyLametoGameandQuickPanelHUEtoQuickPanelHUD - Rename the files
W_QuickPanelHUE.uasset/.uexptoW_QuickPanelHUD.uasset/.uexp - execute retoc cmd to repack the uasset:
retoc.exe to-zen "C:/custom_working_dir" My_Mod_P.utoc --version UE5_1
- Move
My_Mod_P.pak/.ucas/.utocto the the~modsfolder - Remember to remove the old
Lame-Stalker2Windows.pak/.utoc/.ucasinC:/Pathto/Stalker2/Paks
Ayee! Managed to restrain the usage of the sleeping bag in buildings 
sleeping bag as a new item?
Yep, I took the sleeping bag feature from Extended Equipment
Also fixed some bugs/improved code
By took what do you mean, is there a community todo list somewhere?
Hmmm no. I just wanted to be able to sleep in buildings only 
The SDK has a whole UI to build Quest Blueprints. Is there any way to export them to .cfg files for QuestNodePrototypes? I tried all assets actions, or the "Window > Quest Tool" main menu, but there's nothing here.
There's no way GSC didn't use that UI to build their quests. There's a tool somewhere for that (maybe internally?)
Try to see how BP looks in json format
Likely can be easily converted to cfg. I have a strong feeling cfg is their internal easy to use format for non-technical game designers and modding community alike
Cfg files can also be opened within the sdk, but it’s a bit clunky and I’d rather use my IDE to modify them (and to manipulate with nodejs)
Are there any configs or console commands to extend the life time bullet casings?
Brass despawns almost immediately after hitting the floor, and I kinda want to change that.
i guess there
Good idea for nodejs. You know some library which can read these cfg files?
Since these cfg avec custom structure with struct.begin/struct.end it would require some custom parser?
yes, i wrote one https://github.com/sdwvit/S2CfgToJSON
Holyyyy, nice man 🙂
BTW, I published the sleeping bag mod on nexus, with shelter restriction etc 😉
Does anyone have the main menu Stalker 2 theme for Gamma?
Or is just the raw file , its okay
Do you know if there is a console command to print something in console or a file?
Trying to log stuff from QuestNodePrototypes
Right now I'm using tutorial widgets to see when stuff get triggered etc... But it's really handywork
I kind of cache all configs into one big json here https://github.com/joric/stalker/blob/main/scripts/build_markers.py so it takes a few seconds to rebuld the map https://joric.github.io/stalker/ still needs a lot of data from FModel umap export though, half of the "interesting" markers are in the umap not in cfg files
beautiful
tho it's lagging as hell on my machine
which is not the worst
upd: not a lag, a crash
huh. i'll take a look
weird it works for me even after deleting the config. anybody else?
doesn't really lag for me. I mean it's an opengl map if stalker 2 works that should work either
well, some point are null apparently, perhaps a safeguard would be nice
i don't have that in windows 11 / chrome. no errors at all
firefox gives me unreachable code for some reason and doesn't render regions
can't really fix that on firefox, looks like engine issues
is that broken for you too? https://joric.github.io/supraworld/
updated maptalks gl, will take a minute
yea supraworld uses the latest one so guess it's not really linux compatible
does it work though? does it show markers on the map?
may be just warnings. well anyway i planned to update the engine so maybe later
it does
just warnings
map still works
so perhaps changing it to a warning on stalker map would work too
I updated the map engine on stalker, Ctrl+R
it's a crazy detailed map took me a while. I think it's better than mapgenie
well documented too https://github.com/joric/maps/wiki/Stalker-2
very good indeed. some setup steps can be replaced with SDK files, but that's a nit
Items with [0], [1], etc. these [0] or [] are not indexes but map keys or variable names. I mean that you can give them clear names and work with them as with fields, getting the possibility to inherit them. Inheritance via refkey of structures that have [0] or [] leads to errors, so it's better to use clear words.
this works fine, just need to refkey to a SID, not the root key
eg [0] struct.begin SID=hello struct.end should be overriden as refkey=hello afaik
anyhow the lib I wrote supports it
I'd use SDK files but half of the markers are actually in umap not in cfg files. like personal stuff, actors, etc. I guess it's not completely engine-agnostic
I appreciate the effort though. vendor locking onto UE5 may backfire in the future
btw who is this guy? @high rain https://joric.github.io/stalker/#36AAD3B64C6ABF92044642868C7D76E7
click on the divider it's some korogod guider you can teleport there with XTeleportTo 104280 618960 700
Hell of a good job man! 💪
+1 idea and implementation well executed indeed
What's up with the \Stalker2\Content\GameLite\GameData\EffectPrototypes.cfg.bin instead of EffectPrototypes.cfg in the latest 1.6 update? 
All these ItemGeneratorPrototypes.cfg.bin were also folders before (which were obviously used to generate the main cfg). These folders disappeared now
Does that mean we have finally have cfg patch? 
Zone Kit Phase 2 explained by rbwadle (it also cover new cfg.bin) https://www.youtube.com/watch?v=lRO7aK70JdM
Tutorial for the SDK (ZoneKit) for S.T.A.L.K.E.R. 2. What is new in Phase 2 and some short examples of new features.
ZoneKit Links
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/36534422256017-The-Modder-s-Zone
TIMESTAMPS
00:00 WHA...
does your sleeping bag work 1.6
Yes it does
Seeing 1.2 for Craftable Zone say "Compatible with all mods now" brought a smile to my face, ngl
Wow im excited af
The new cfg patch method with {bpatch} is godsent 
Bye bye CoreVariables.cfg mods incompatibility
Will there still be a conflict if two mods modify dynamicitemgenerator for example?
that would probably require a merge if you want both or to choose which one has priority
Whats recommendable is that you create a .cfg file of your own with whatever you wish to modify in dynamicitemgenerator
No, thanks to the new {bpatch} you can have multiple mods changing the same file
There are situations where it will still be a problem. Like two mods editing the exact same lines.
I guess the patch logic will use the suffix after _patch_ in the filename this case
WeaponGeneralSetupPrototypes_patch_mod1.cfg vs WeaponGeneralSetupPrototypes_patch_zzz_mod2.cfg
That was my understanding
Someone also suggested that you could break up a patch file into multiple. Which might be useful in certain situations.
Certainly more flexibility than we had previously
Definitely. Helps for compatibility between mods, but also for future game updates. No need to update the whole mod if you just change some variables in CoreVariables.cfg 
Note: If a cfg file has keys that point to each other with refkey=xxxx within the same file, you cannot patch the main template because your patch comes after.
Example for WeaponGeneralSetupPrototypes.cfg. Content is like:
TemplatePistol : struct.begin
SID = TemplatePistol
AimingMovementSpeedModifier = 1.38
struct.end
GunPM_HG : struct.begin {refkey=TemplatePistol}
SID = GunPM_HG
// No AimingMovementSpeedModifier (inherited from TemplatePistol)
struct.end
If you create a patch WeaponGeneralSetupPrototypes_patch_Pistol_Aim.cfg with:
TemplatePistol : struct.begin {bpatch}
AimingMovementSpeedModifier = 5.0
struct.end
It will not affect GunPM_HG, because it already "copied" the inherence from TemplatePistol, and your patch file comes after
So you still have to apply {bpatch} for all guns. You just don't have to bother with other params tho, which is already great
my question is more what if 2 mods modify the same field in cfg
you didn't have to bother with other params even before 1.6
You had to. Weapons in WeaponGeneralSetupPrototypes.cfg have {bskipref} on CompatibleAttachments PreinstalledAttachmentsItemPrototypeSIDs and UpgradePrototypeSIDs.
So you had to copy those 3 big chunk of code for each weapon you wanted to override with refurl/refkey
FYI, when using {bpatch} on numerical struct, watchout for errors in the game data index. For example in this wrong numeric structure:
BadArray : struct.begin
[0] : struct.begin
struct.end
[2] : struct.begin // <-- wrong index, this will be interpreted as [1]
struct.end
[3] : struct.begin // <-- this will be interpreted as [2]
struct.end
struct.end
If you want to {bpatch} the key [3], you'll have to use the interpreted number once corrected & reindexed. In this case it will be [2]
BadArray : struct.begin {bpatch}
[2] : struct.begin // this will patch [3]
struct.end
struct.end
Oh boy, thanks for noticing this
I always copied all array keys to the target cfg, that being [*] or [number] keys
There are a few of these broken arrays in the source cfgs
If they are [*] when you try to patch you'll want to use the correct number they would be or that would follow existing ones.
guys, how can i decompile new .cfg.bin files to old format folders and .cfg files?
no way to decompile, you gotta ask the mod author to give you source code
I want decompile new original SpawnActorPrototypes.cfg.bin game file (last 1.6 patch), cause of stashes update. Even Zone Kit can't help?
you need zone kit to get readable cfg files now
or someone will need to send to you
Zone kit has sources of the base game yes
I uploaded the 1.6 cfg files dump with cfg.bin extracted here: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1653
well shit my scripts broke at todays 1.6 update. looks like cfg.bin are not readable. no map update for now
Yeah you'd need the sdk pull or theres the cfg dump linked just above.
will check this out
Your archive is missing GameLite/DLCGameData.
This isn't present in the extracted data of the SDK
maybe it's merged somehow idk
but there are plenty of files in DLCGameData, 310 files most also as bin.
Nah I don't think it's merged. You'll have to manually unpak pakchunk101-Windows.pak pakchunk102-Windows.pak pakchunk104-Windows.pak
Yeah I know :\
how to unbin them?
You'll have to rely on Stalker2 v1.5.3 extract to get the info for the moment I believe
I'll probably wait with 1.6 update until I decode them.
From what I know it doesn't sound like they would have changed between 1.5.3 and 1.6
Why do you need dlc data?
I vaguely remember some important markers were there. There's 300 megs of data, some of it is used in the game.
journalist stashes is essentially dlc so it's there
ultimate edition is dlc
journalist storyline is a big part of the game, special weapons, etc.
/Game/_Stalker_2/TechArt/PerfCapture/AC_PerfCameraComponent.AC_PerfCameraComponent
We all know that feeling Pavel, we all know
BTW wrote a bunch of UE4SS scripts that do interesting things, like Ctrl+C / Ctrl+V for objects. Could be useful. I'm trying to steer away from BP mods for now and only do lua scripts https://github.com/joric/SupraTools/wiki
No matter how many times I tried to get a grasp on BP visual editor, this shit makes no sense. I can't believe companies actually use that no-code mess on production
oh they so do. they also do collaboration and merge/compare for that shit
This whole BP is so confusing. I just don't imagine "code" like that when I write it
Let alone doing drag & drop + select a dropbox
Yeah, it makes sense for small indie projects. Also it's great for EPIC so they can get $$ from marketplace slop scripts
but come on
there's a visual tool to compare blueprints but they are still binary files so
learned a beatiful word today "WORKSLOP". totally describes 2025
Imagine being able to write & inject LUA scripts in stalker 2... The dream
you totally can. in fact those scripts work in stalker 2
Cyberpunk modding is sooooo far ahead on that point. We actually have access to game swift source code, and we can override/replace stuff directly in LUA with console debug
I used https://github.com/Lpsd/FastTravelAnywhere as a starting point for my fast travel script. But yeah, it's not quite the gameplay script. you can export lua headers though to see the stalker classes API
I respect the effort, but this is too barebone. It's all hide & seek game without access to the actual source code script that actually run in-game
I would like to have a life outside of modding
Respect man
Your main.lua is very interesting. You used a lot UE4SS in the past?
nope I started last month
oh man i love you . You saved me from purchasing new 1TB ssd 😆 🔥
that SDK probably would be over 1TB after the next update
I wish I saved DLCGameData from the last build. I don't want to rollback now from 1.6 to 1.5.3 and I don't want to download the 700Gb SDK I'd rather wait until someone unpacks dlc configs
The most solid "script-like" solution I found for the moment are the quests & quests nodes. Coupled with Effects you can achieve quite few stuff (Ie: the sleeping bag mod). Do you think you could interact with it in LUA too?
I mean, probably. I managed to grant/revoke lyra abilities. But it took a while and ue4ss crashes all the time so it's rather painful
With questnodes you can check if the player has activated triggers the game world, if he has some effect (radiation, HP, custom "flag" effects too). You can check if he has some items in inventory/weapon, faction relationship, apply other effects, execute console commands...
You can set or check globalvariables too
The code is dumb af of course, because you have to write big blocks of code that represent these fuckin Quest BP in the end, but it works. One simple if(gobalvariable === "value") represents 30 lines
Their quest tool is essentially a scripting tool. You can run console commands through it, check certain triggers, you can also create triggers and logic for them within quests. There are a few configs you can leverage for a-b lfor custom floats, bools etc and then call those in quests.
I'm not at my desk now, but you can use the quest tool in the sdk which skips the giant chunks of code cause it's tool generates it. It's pretty basic and had the logic of blueprints (it's essentially a blueprint plugin) has drag nodes start and end with input output, but with all the nodes they use in quests.
Yeah, but you can trigger these quest blueprints?
Yes
From a ModWorldSubSystem thing?
Also the Quest Tool UI seem to miss some parameters. They use some parameters in QuestNodePrototypes which aren't available in the Quest BP UI
You can trigger a quest by many ways. So you would setup your trigger quest that gets triggered by say a timer, or a in game trigger. This quest can run a console command that the triggers your data quests. This holds your custom logic or W.e you want to do inside of it. You can link and unlink as many quests as you want or loop them
Yeah, but I trigger my quest via conversation with NPC
But can you trigger it with BP Autoload?
Yeah so the tool it's self is not fully available to us yet. But is planned to be as well as being able to edit all quests. The way we can use it and see it is well an original oversight. I think they planned to give us a better fleshed out tool lol
Ah yeah of course, you can execute command from the BP ModWorldSubSystem
makes sense
Pretty sure you can trigger the quest through interaction of a blueprint. Say you open a door and it triggers your quest. The blueprint can be ref the door and your quest is ref the blueprint.
Also that.
I personally use the modworldsubsystem BP to spawn a blueprint that I put logic into. Your custom blueprint gives you more access to more nodes.
Just a recommendation
Yeah well BP and all these no-code mess doesn't really makes sense for me
Just remember. The main menu is also a world. Technically.
At least questnodes code makes "kind-of" sense, even if it's clunky af
Yeah rbwalde explained this in his demo video
Yeah I get that. Lol I struggle at times too with BP even though it's the same logic.
Yeah his videos are great.
Can't wait to have our hands on the actual C++ script
Made my first blueprint. I feel so dirty 

Oh, triggering is easy you can just use console commands. in ue4ss that would be playerController.CheatManager"command" where command is like "XStartQuestNodeBySID SQ01_SetJournal_SQ01_KillBanditsOpt".
So, apparently you cannot just listen to a keypress to also launch a console command in BP. There must be some way to make it more twisted
This is a gui for cfg editing 🤕
Yeah I shared the screenshot to show a small glimpse of what's possible in questnodes
I spent some time trying to figure out how to make it so skif can take multiple recurring quests from same vendor. I had to write a reverse tree function to make sense of these quests scripts. Essentially these are reversed syntax trees of your regular program.
Nodes describe what they depend on, when they should describe their descendants instead
Once you wrap your head around it you can almost read these quests
You need to set player on the console command node. Use get player controller. Iirc that’s the correct one
can somebody explain what is "Weight" parametr in giving item? Might equal 1-5 or 10-40 for example. (and it's definitely not a physical weight of item 🙂 )
fragment of itemgen
It acts as sort of the chance that item is to drop in whatever it is you're editing (stash, corpse, trader inventory etc). When you write it as Chance, there's a simple chance of if it can drop along with the others. When written as Weight, it is like "this item has more weight than the others to drop". So for example in that fragment, Bread and Sausage have the same chance of dropping, and more chance than Milk, so when a stash opens with that item gen, it will pick one of those, with milk having the lowest chances, while bread and sausage will have the highest of chances
that is no matter what is absolut value of weight. Only difference between min and max is important?
Min and Max is the amount of them that could drop. So for example say Bread has a weight of 5, MinCount of 1, and MaxCount of 10. Sausage has Weight of 5, MinCount of 4 and MaxCount of 8. And Milk has a Weight of 1, MinCount of 1, and MaxCount of 1.
When that loot is generated, this is what will happen:
Pick one item amongst that table according to the weight, higher weight = more chances (basically like rolling a dice).
Whatever item is picked, pick an amount according to the MinCount and MaxCount.
Say it lands on Bread. Then the game will generate a Bread amount in the generated loot between 1 and 10, so maybe it is 6, or maybe it is 4.
If Sausage was picked, it would be somewhere between 4 and 8, so maybe it is 5. If Milk was picked, then it would generate an amount of 1, since Min and Max are the same.
The biggest weight (5) is like 100% but divided by two others. In your case here: 5 = 45%, 5 = 45%, 1 = 9%
So [Sausage = 45% chance of spawn] vs [Bread 45% chance of spawn] vs [Milk = 9% of chance of spawn]
You'll find a math simulator for weight here: https://s2-loadout-creator.cc/
When using Weight only 1 of the 3 item can spawn. When using Chance, all of them can spawn (but each one has its own chance)
thanks, now its clear. But if i understood right, scripts works incorrectly acoording difficulty
What do you mean?
seems itemgens generates items at all difficulties simultaneously
and parameter "newbie" doesnt work
Yes it does. Most of item generator are based on player rank (newbie, experienced, veteran, master), only few use actual game difficulty (Easy, Normal, Hard)
Player Rank (Newbie you see here) is based on the player progression in the main story
Typically when you're in LesserZone at the beginning, you're a newbie. But you can still be in Hard difficulty
Check the Rank::Newbie at the top of your generator
You will find some itemgenerators based on difficulty
Diff = EGameDifficulty::Easy, EGameDifficulty::Medium. But these are rare
i checked some scripts depending on gamedifficulty too. Especially some gamepass_itemgenerators. Looks like itemgen gives items without dependence of Diff = EGameDifficulty::,,, and gives items several times . Are you sure the EGameDifficulty works?
Watchout when dealing with stashes, they often have multiple generators tied to them
Some stashes have gamepass_itemgenerators, with additional smartloot_stashes
yea i know it
So you need to disable smartloot if you want to 100% check your item generator code
i always consider gens in spawnactor files and quest files
ok i'm going to check this again, especially given the new patch
mb my mistake
The best way to check your item generator, is to find a stash you never opened, for example a rare stash. Go there, don't open the stash yet (once you open the loot stays). Just save in front of it. Disable smartloot (overwrite everything to empty in StashPrototypes.cfg). Overwrite the related stash with a very basic spawn, then load your save and open the bag, it will show your loot
There is one gamepass rare stash in lesserzone, at the big bandit camp near Zallesya. In the underground basement where you find the bandit suit.
Its SID is LesserZone_POLDepot_StashGenerator1_ED18B21F4820E9191C010EA6EB611BBE. Overwrite it with a very basic spawner:
LesserZone_POLDepot_StashGenerator1_ED18B21F4820E9191C010EA6EB611BBE : struct.begin
SID = LesserZone_POLDepot_StashGenerator1_ED18B21F4820E9191C010EA6EB611BBE
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::Consumable
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = Bandage
Chance = 1
MinCount = 15
MaxCount = 15
struct.end
struct.end
struct.end
struct.end
struct.end
Then play with it and add different params to check them out. Re-load your save each time and you'll see the correct items
i've already started to edit Zhorik stash. I know exact conditions to open it and will check it by new game in order to clear this issue forever 🙂
You don't need to start a new game, you just need to find a stash you never opened
i gonna check both playerrank and gamedifficulty
dependence
dont worry, i'll check with massive cheats so it would be fast))
Plot twist, they work together. I'm on hard difficulty and newbie in rank (I didn't finish lesserzone game story)
LesserZone_POLDepot_StashGenerator1_ED18B21F4820E9191C010EA6EB611BBE : struct.begin
SID = LesserZone_POLDepot_StashGenerator1_ED18B21F4820E9191C010EA6EB611BBE
ItemGenerator : struct.begin
[*] : struct.begin
Category = EItemGenerationCategory::Consumable
Diff = EGameDifficulty::Easy
PlayerRank = ERank::Newbie
PossibleItems : struct.begin
[*] : struct.begin
ItemPrototypeSID = Bandage
Chance = 1
MinCount = 15
MaxCount = 15
struct.end
struct.end
struct.end
[*] : struct.begin
Category = EItemGenerationCategory::Consumable
Diff = EGameDifficulty::Hard
PlayerRank = ERank::Newbie
PossibleItems : struct.begin
[*] : struct.begin
ItemPrototypeSID = Bandage
Chance = 1
MinCount = 66
MaxCount = 66
struct.end
struct.end
struct.end
struct.end
struct.end
Load save + change difficulty to easy = Stash has 15 bandages
Change PlayerRank = ERank::Veteran, and the stash is empty
It's based on quest progression, search for Rank = ERank:: in the QuestNodePrototypes folder. You'll find the missions that set a new rank
ok thanks!
Thanks! I tried it but no luck 
Will keep digging, I think I need to make another "Actor" BP, do it from there. I don't know how to load my actor bp from my ModWorldSubSystem yet tho
It could also be how your quest is set up. Maybe you need to use the by node. But its also possible it just doesn't work in the subsystem
This is how I do it
Yep, thanks 🙂
I saw you showcase on temperature and base building, sick stuff
Thank you!
Pain lmao
Annnnnnnnnnnd, it works. What a chad!
Also followed some rbwadle tips on the stalker discord about how to register actor input
For anyone asking, here is how to start a quest/execute console command using a keyboard input from a ModWorldSubsystem blueprint:
And here is the secondary "Actor" blueprint that is spawned:
And here are the blueprint uasset for your ZoneKit Mod if you're lazy
This is the best explanation
Btw which massive cheats are you using?
teleport)
do you mind sending a link or did you write this stuff yourself
that is simple console enabler and typing coords in command Xteleportto 🙂
console helps to check stashes quests and other very much, without passing game
this one works on 1.6 as well
https://www.nexusmods.com/stalker2heartofchornobyl/mods/304
Hmm that stuff crashed my game
Thanks ill try again
its weird. maybe you have similar old mode (even it doesnt work)
try to place 4 archieves twice - to ~mod and Paks folders
It works also for me on Stalker 1.6
That’s awesome news
when was Stalker 2 downgraded to Stalker 1.6? 😆
how do I enable vortex download button on nexus? I have vortex ready mods approved but don't have the vortex button
Don’t upload to nexus 😁
however , the problem is real...
I understand why i thank that playerrank function doesnt work
because it really works incorrect
after some extra experiments i figured out that if difficulty or playerrank checking function is placed in itemgenerator calling inside stash object (spawnactorprototype) it doesnt work at all. Game only reads first section of itemgeneration calling and no matter anything else...
functions must be in itemgenerators files
OMG , so huge amount of stashes was made with invalid playerrank function 
Feels like Stalker 2 modding has slowed down quite a bit
Almost none of my mods getting updated for 1.6 
Just to clear things up, as I've seen this in some comments section:
📣 You don't need the SDK to use the new {bpatch}. It works with classic packaging methods too
Also, you can call your mod cfg file whatever you want. The most important is the folder name, which is the file you want to patch (here WeaponGeneralSetupPrototypes.cfg).
You can even have another sub folder if you want to split your mod into multiple files
Yup literally people have jobs families etc
Modders probs even know better than anybody else that the mod they made isn't working. So there's no need to constantly remind- imo that helps for nothing. The whole "when update", to me actually makes it be the opposite. It does not help in the slightest. Modders don't want to be pressured, they'll do the stuff when they want to.
You should see the Official discord, they even ask this question to devs 
Stalker community is really something else. Last year when we pushed our first mods, during the CoreVariables.cfg compatibility mayhem, the comments sections were insane. People bluntly acting like you owe them something or you're their employee.
I modded many games, so I'm used to uneducated players/nexus comments. But here man, it's another planet
One of the things apart from crippling adhd that prevents me from wanting to do modding
habibi, this is what i gotta do for 1.6
yes that is 101 versions alone under "add-on collection"
across 3 platforms to get the mods from, each changelog, update modpage, etc
Yeah I saw this one too, crazy honestly. Ngl being a bit disappointed lately on this. Idk a few months ago people seemed a bit more patient and just happy to get just anything, specially Xbox people. But these days its like, -constant- asking when updates, when new content, when are you adding this. Not to talk about the people that straight up tell you that you "SHOULD change this or that", no brother, I am not changing things because you think I should. I first of all do this because I want the mod for myself, I just choose to share it with people. Everything I do, I do first because I want it, and because I want -that- vision, not YOUR vision. If you really want things, then do them yourself. Idk, I hate to say it, but STALKER Anomaly modding community was (is, I hope it still is) one of the best I've ever been in, because people didn't make demands, people didn't make questions about whens, people weren't impatient (in general).
I really hope this is just what I see lately and not what is going to end up being like. I really don't want STALKER 2 modding community to end up as toxic as Project Zomboid's. I've modded games for longer than a decade, I've seen all kinds of people and gotten people to either really like my mods, or insult me for not updating them fast because their entitled ass thinks they have any right to demand things from me, but there clearly is communities and communities.
It helps if the entitled ones are the type that just jumps on hype trains. They'll only be here when some Youtube video attracts them, but then swarm off to the next fresh pile of shit like a bunch of flies.
I confirm Simple BP ModLoader works for me for 1.6. I use and recommend it since UETools stopped working in 1.5-something. https://github.com/joric/maps/wiki/Stalker-2#cheats
yes can confirm too now
i tried using SImple ModLoader before
biiig difference (BP)
FYI, I ran some tests and thanks to {bpatch} it is now possible to append items to itemGenerators (for example traders). Without rewriting existing keys, and while keeping it compatible with other mods. To do that, you have to bpatch the tree, and use a custom string instead of numeric array keys like [2] or [3].
Example:
// Stalker2/Content/GameLite/GameData/ItemGeneratorPrototypes/DynamicItemGenerator/My_Mod1.cfg
Trader_Cosnsumables_ItemGenerator : struct.begin {bpatch}
ItemGenerator : struct.begin {bpatch}
My_Mod1 : struct.begin // <-- This will append
Category = EItemGenerationCategory::Junk
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[*] : struct.begin
ItemPrototypeSID = My_Mod1_Item
Chance = 1
struct.end
struct.end
struct.end
struct.end
struct.end
// Stalker2/Content/GameLite/GameData/ItemGeneratorPrototypes/DynamicItemGenerator/My_Mod2.cfg
Trader_Cosnsumables_ItemGenerator : struct.begin {bpatch}
ItemGenerator : struct.begin {bpatch}
My_Mod2 : struct.begin // <-- This will append another one
Category = EItemGenerationCategory::Junk
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[*] : struct.begin
ItemPrototypeSID = My_Mod2_Another_Item
Chance = 1
struct.end
struct.end
struct.end
struct.end
struct.end
Note: If you append items within the same category, make sure to use bAllowSameCategoryGeneration = true
Note²: You can use improbable numeric keys too if you prefer, like [999] . But there's a risk another mod taking that index and overwrite yours
anyone managed to decode cfg.bin? a python script would be nice. where did you get the 1.6 cfg dump? can you add decoded DLCGameData to it?
Extracted cfg.bin are present in the ZoneKit, here: D:\STALKER2ZoneKit\Stalker2\Content\GameLite\GameData. I just zipped & uploaded it
Unfortunately, DLCGameData is not included. Even with the ultimate edition, zonekit did not include it 
Hell yeah
I have a backup of the extracted DLCGameData from Stalker2 v1.5.3 if you want it as reference
Is it downlodable?
I'll send you
that would be nice. or put it to nexus maybe.
can you please collect all your posts and tips into a wiki /notion page or reddit post
It would be cool, if I find the time... Writing/making tutorials takes a lot of mental bandwidth
you know, just a plain thought train would be infinitely better than nothing
Thank you. Updated the map to game version 1.6 (2025-09-23). Added Night Vision Goggles, Fireball Anomaly, etc. https://joric.github.io/stalker/ hope it helps someone. It's been credited in a few mods as the main tool for locating the stuff.
What a boss! Holyyy
Probably should add versioning akin to https://joric.github.io/supraworld/ but it's much more data, the images take 1 GB alone even in jpegs. And much more data in general. In supraworld I just gzip the entire (200Mb) umap, in stalker the map is 70Gb+ so I have to preprocess it first. Localization updates too. But it's doable. The 60k markers are just about 30 megs preprocessed (less than 4 megs in gzip). GitHub gzips jsons on the fly but GitHub pages don't allow files over 100Mb.
I don’t think older versions will be popular
I don't quite like preprocessing you always lose data. I'd rather just merge and gzip all cfgs akin to https://github.com/sdwvit/S2CfgToJSON but it needs some rewriting. And I'd still need to preprocess umap, there's a bunch of objects (100+ types - beds, stashes, doors, buttons) that are not in cfgs.
Hahah nah you’re good, I see you pumpin stuff out, just seems like as a whole it’s slowed down a bit to me, feels like people are waiting for that UE update
Am I crazy or there used to be a bug where if you installed a mod that added new items and you sold them to traders (ie: the OG mutant loot), it crashed the game when you uninstalled the said mod? AFAIR it was because the trader couldn't not find that "custom item"?
Now it seems like the game handle that case and doesn't crash. There is a space for that item in the trader inventory, which is cleaned after the 1 day refresh
Is it new?
I mean it could be possible they added error handling for missing assets
I'll do some additional tests to confirm this
Okay so here are the results:
- Selling custom mod items to traders and then uninstalling the mod does not crash the game anymore
- If the player doesn't wait for garbage collection (trader cleaning player items) before uninstalling, the item will appear as an empty 1x1 space
- No matter the size of the initial item, it will end up as empty 1x1. It's unselectable, and acts like an empty space
- If player sell 4x the same item, it end up as 1x1 space
- If player sell 4 different items, they end up as 4 1x1 space
- As long as the mod is uninstalled, that empty 1x1 space will remain here. No matter how many days you wait, if you change region etc...
- If the mod is reinstalled, the garbage collection kicks-in and clean up the empty 1x1
- This only affect items sold to traders, and not player inventory
Good news: No more crash
Bad news: If the player sells your items, it's good practice to wait few in-game hours for cleanup before uninstalling
In the end, empty 1x1 at some specific traders, in a scenario where the player uninstall your mod right after selling your item, is not the end of the world. I would consider it a minor side effect
I'm not sure if there is a command to launch that garbage collection, or if there is a way to change the time per item. I believe the cleanup time is based on item type
That's very very interesting. I guess they must have added extra error handling then with those kind of results.
Not to talk about the people that straight up tell you that you "SHOULD change this or that", no brother, I am not changing things because you think I should. I first of all do this because I want the mod for myself, I just choose to share it with people.
shit, I feel like BB's comment page on Steam should be the prime example of this lol
I accidentally found console command in scripts which i never seen in internet before. XStartQuestNodeBySID <node SID>. It starts any node ingame without starting whole quest like command Xstartquest . I hope it will be useful for smb
Thankfully I just get a few people asking if it's going to be upgraded or are hopeful that they'll be updated. No grumpy ones so far haha
But I also don't have tons of downloads any more besides maybe the combat overhaul. 
Known command tho
i’ve used it back in days to progress through sircaa mission
yea used that to open doors from the map, like XStartQuestNodeBySID E07_MQ01_SendSignal_HubDoor_Open
ive modded skyrim for years now, you have no idea what kind of people are out there, i really dont want to sound insulting but alot of them act like they got a fresh lobotomy. its not even there fault there just insanelly clueless
Official discords are tough. I am on supraworld discord and they ban people for a whiff of spoilers. There is a thread about the "high" achievement and it's still a forbidden topic despite 100% playthroughs on youtube. Modding or showing anything beyond early access volumes is punishable as well.
Hey @eternal rock , you're the modder of Offset aiming without NVG?
yes
I see you struggle with DLC Game Data, which are not included in SDK, so they can't be extracted at the moment
I uploaded a backup of this folder from the Stalker2 v1.5.3 here: #╟⚒stalker2™-mods-making-discussion message
You can use it as reference to patch DLC weapons 😉
I know mate 
For the "Press ALT" button, since your mod will probably gain traction, I suspect you'll receive quite some requests about that
This hint is controlled by /Stalker2/Content/GameLite/FPS_Game/UIRemaster/CommonWidgets/HintComponents/W_HintInputController.uasset
Which is invoked by /Stalker2/Content/GameLite/FPS_Game/UIRemaster/HUD/W_GameHUD.uasset
I can send you a modified version of that to remove the hint, so these kids stop crying 
I would greatly appreciate that
Also, would you be willing to test my patch for the dlc weapons? I don't have the ultimate edition.
sure, let's switch in PM
sure
{removenode} it was hinted by rbwadle in his "SDK Phase2" youtube video intro
thanks bud
You can read more here: https://zonekit-support.stalker2.com/hc/en-us/articles/39357395461265-Config-patches
for extending existing structs the only way is to set refkey right? or do we also need refurl
refurl / refkey is for inherance. Example: "make a copy of this struct & change/add this stuff". See #╟⚒stalker2™-mods-making-discussion message
bpatch is for patching. Example: "change/add this stuff in this struct"
The typical usage example of refurl / refkey is for a mod that add a new weapon. Let's say you want to create a new pistol. Instead of rewriting every settings from scratch, you could use an existing pistol as "a base" for your pistol.
Example: You create new setting for you pistol here: GameLite/GameData/WeaponData/WeaponGeneralSetupPrototypes/My_Gun.cfg
My_Gun : struct.begin {refurl=../WeaponGeneralSetupPrototypes.cfg;refkey=GunPM_HG}
SID = My_Gun
struct.end
This will take the marakov settings and use it as the base for you gun. You don't have to rewrite all settings like AimingTime LeanAimingTime etc... as everything is inherited. You can either add new stuff, or just rewrite what you need.
refurl=../WeaponGeneralSetupPrototypes.cfg means look for this file (the legacy game file)
refkey=GunPM_HG means use this key, in this file, as a base for My_Gun
People used refurl / refkey in the past to kinda "patch" stuff, but it wasn't really flexible as
- The struct needed an SID
- If there was a sub-struct, and you wanted to change something inside, you would have to rewrite the whol sub-struct
For example, in the past, if someone wanted to change the game's markov, he would do the same thing but override the sameSIDso the game would use his settings and not the base game.
Example: GameLite/GameData/WeaponData/WeaponGeneralSetupPrototypes/My_Custom_Makarov.cfg
GunPM_HG : struct.begin {refurl=../WeaponGeneralSetupPrototypes.cfg;refkey=GunPM_HG}
SID = GunPM_HG
AimingTime = 0 // lol, instant ADS for makarov
struct.end
Note I used the same GunPM_HG and SID = GunPM_HG so the game would use my version for the classic makarov (while my version would still use the base game, thanks to inherance)
Now let's say you want to change the recoil of the marakov. The settings are inside a sub-struct:
GunPM_HG : struct.begin {refkey=TemplatePistol}
SID = GunPM_HG
RecoilParams : struct.begin
RecoilRadius = 300.0
CameraAimRecoilPatternLoopStartKeyIndex = 3
CameraHipRecoilPatternLoopStartKeyIndex = 3
struct.end
struct.end
With refurl/refkey you will have to rewrite all the sub-struct keys. You can't just change one thing in a sub-struct (RecoilRadius for example). You had to copy/paste the whole sub-struct.
Back to our custom markov. I just want to change the RecoilRadius, but I have to also copy/paste the rest, otherwise it will be lost:
GunPM_HG : struct.begin {refurl=../WeaponGeneralSetupPrototypes.cfg;refkey=GunPM_HG}
SID = GunPM_HG
AimingTime = 0 // lol, instant ADS for makarov
RecoilParams : struct.begin
RecoilRadius = 100.0 // lol, reduced the recoil radius
CameraAimRecoilPatternLoopStartKeyIndex = 3 // I have to also copy/paste this :(
CameraHipRecoilPatternLoopStartKeyIndex = 3 // I have to also copy/paste this :(
struct.end
struct.end
The biggest thing to take from this is
imo
this is all just great and good but how to read binary cfgs? I checked local Content/GameLite/ folder and no, stalker doesn't save configs there, there's only OnGameLaunch scripts
there is no way to decompile cfg.bin files.
Hey guys, I recently downloaded Stalker and installed a few mods, but I keep getting this error message. Could this have something to do with the Stalker 2 update 1.6?
The only method going forward is through the sdk, I completely understand the frustration on this as well. How ever once someone dumps the cfgs when a patch drops for both the game and SDK it appears to be uploading the dump to nexus or somewhere.
installed a few mods heee
show the mods hha
-> looks inside
-> last updated 6 months ago
ome mods have already been updated to 1.6—could it be that some older mods no longer work with the current version of Stalker 2?
yes you can generally go in with the assumption that most mods that haven't been updated will break the game
there's a select few types of mods that are usually fine but it's good practice to only use updated ones
I thought I had done something wrong while modding.😅
Easiest way to debug mods breaking the game:
- Move all your mods outside of the Stalker2 folder. For example in:
C:/mods_backups/ - Confirm the game launch & is stable without mods
- Re-add your mods one-by-one
- Each time you re-add a mod, confirm the game launch & is stable
- Repeat the process until you find the culprit
@high rain are you polish by any chance?
you can even do a binary search if you have lots 😄
I only had 3 mods installed loot&craft then the oxa mod and exactly the mod caused the game to crash🥲
There's no mystery in life 
Hey guys,
~~Just looking for advice from any experienced S2 mod maker, I'm trying to make a "low-ready stance" mod.
Basically input any keystroke -> apply a low-ready animation to body+gun
For a test v0.1 I wanted to try the latter (with the zone kit) :
- checkout
IMC_explorationto the mod - duplicate any delayable bool input action and add it to the IMC (modify it/rename it to
IA_lowreadyor something) - map the
AS_fp_ar_idle_to_idle_coverto the IA so that it plays on input action
Something like that. What do you think ?~~
** Edit: Found a way to play an anim 🙂 If any animator would like to work with me for low-ready animations let me know ! (need to know Maya)**
https://discord.com/channels/912320241713958912/1422217498203390032 Here's the current version of the mod
Interesting, High Stand Ready = weapon pointing at the sky, like when we're too close of a wall?
You should put some images or video on your mod page, otherwise I suspect people won't understand
Agree with this take! I'll download the mod because it sounds very interesting. But images or video or a gif would be great to see for anyone who don't know what it means
BTW, how did you manage to play an animation from the BP?
really don’t wanna bother tbh, low effort modding right there
overwrite player bp with a custom anim montage with the « aiming at friendly » animation
because i have no clue what they’ve done with input actions / IMC
"because i have no clue what they’ve done with input actions / IMC". You mean from a ModWorldSubSystem?
Omg, finally managed to play an animation from a button input with ModWorldSubSystem 
ModWorldSubSystem BP:
The custom Actor BP:
Lmao, the slav squat maniacs
Now you just need to add a go cart 😄
I can finally add a sleep animation for my sleeping bag mod 
i hope someday some legend comes up with the btr grenade mod aswell 
I'd love to add more grenades, but currently it's impossible.
Hey, does the gamma mod manager work with stalker 2?
no
Animation triggered from an item use:
fuck yeah bro
Anyone knows CLI tool for CUE4Parse? Found this but it's very raw had to submit 3 issues right away but it kind of helped exporting selected umap files to json https://github.com/CrystalFerrai/Ue4Export there's also UnrealExporter that also tries to add command line to CUE4Parse but it's even worse.
wow are these animations already exististing?
Dialogue animations. I can imagine these are for cutscenes. There is middle finger, thumb up, thumb down, "come at me bro" and lot more
There's is also a Star Wars-style "force wave with hands" animation. Would be fun to apply some push effect in AOE ahead 
Yes, but I've never seen such an animation where you can move while sitting.
Oh yeah, the "sit at bonfire" is supposed to be locked (body + camera). But I tweaked it, and fortunately, feets & hands can handle "moving & looking around" with inertia. This animation stuff in UE looks quite powerful NGL
It's just a matter of time before we get an actual "prone" stance
The one where you activate the replica wish granter in dalins office?
"these aren't the stalkers you're looking for"
"immersive" cheating 
Make it possible only with an artifact = boom, no more cheating 
I dream about a mod that lets you to eat and drink while sitting like other stalkers do 
let's gooo 
Based
Now I need to understand how to create a custom radial menu like @polar perch does, to get rid of these keybinds
hey everyone
wanted to ask for a little help with texture extractions
so i wanted to get a few assets from stalker 2 for anomaly, some brick textures with all texture maps
sadly i have no info about that and how to
mind sharing a few with me in dm?
thanks
if you guys explain the method that would be way more than amazing
You could probably just save/export them with sdk I would think?
oh, stalker 2 got a sdk?
if so can you nav me to it please?
It's still in phases of development so it's not fully complete, but they're doing a good job with it so far
thank you very much❤️
You're welcome
Check this Youtube Tutorial Playlist by rbwadle, it's a great introduction to SDK and how to actually make stuff:
https://www.youtube.com/watch?v=K8vEX30bnmQ&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW

Surprised you haven't reacted to it's size 
what can i do
?
yo im trying to wrap my head around bpatch tag. This struct above doesn't work. What's wrong with it?
by doesn't work I mean Player can still receive damage from falling while testing with the cooked mod
file.cfg_patch_My_Patch is for files with struct that don't have SID. There are only few of them, like CoreVariables.cfg
Player has a SID in ObjPrototypes.cfg. So you have to use the other method. Check the video of rbwadle, he cover this, and actually patch the very same file ObjPrototypes.cfg in his video
Tutorial for the SDK (ZoneKit) for S.T.A.L.K.E.R. 2. What is new in Phase 2 and some short examples of new features.
ZoneKit Links
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/36534422256017-The-Modder-s-Zone
TIMESTAMPS
00:00 WHA...
Using GetActorOfClass is kind of inefficient. This will loop through all available actors in the world on every key press. There is an easier and more efficient way in this particular case. GetPlayerCharacter is a direct lookup that would work faster. And the blueprint is more readable now.
Could someone send me the vanilla mutants config files please for 1.6 ? 
I’m way too lazy to download 150Gb to grab 9 files of 2kb each
Absolutely, I discovered that after seeing compatibility issues with other mods using BP_Stalker2Character
Using Get Player Character on Play Anim Montage is more slick, but also makes it compatible with other mods
Also, finally found a way to 100% spawn a custom Actor compatible with input listener from (I'm stupid)ModWorldSubSystem, without having to rely on some random delay 5s
The trick is to use Get Player Pawn > Is Player Controlled and make it loop every 1second until it's true. Then the game state is really ready, and the spawned actor can have input listener etc...
Could you write the file names? Will find and share them here
Thanks ! Ok I’ll grab them, don’t remember from the top of my head.
Otherwise everything should be in this mod:
I uploaded the 1.6 config files with cfg.bin extracted here: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1653
Thanks a lot !!
You got a video explaining/showing the new {bpatch} on the mod's page, allowing to patch files without rewriting everything, in case you weren't aware
Interesting approach. But what exactly was the problem you had previously with input listening? I don't have issues with input, but with relying on the loading of one of the game's assets. So had to use a delay.
I'd also add a failsafe. For example, Max tries to check the player's readiness. About 10 attempts. Otherwise, it could (hypothetically) lead to an infinite loop.
These discussions lowkey are tempting me to give modding a try too, I even have the space for the sdk now.
But am I willing to download the thing for a week straight 
Yeah I wasn’t aware. Didn’t follow stalker 2 modding scene tbh
One sec, I'm gathering data
It's driving me nuts, I can't isolate the issue & reproduce it 
I swear I spent 3H on this fucking thing
Well, the issue may still persist, but it occurs under specific conditions. Anyway, your nodes won't do any harm.
But what exactly happened before? Did the game crash, or were your inputs not working at all?
I just wonder if I have the same issue but don't know about it 😅
omfg, I think I'm dumb. Just give me one sec to confirm it
My guess is that your Actor BP might be loaded faster than your character. Then GetPlayerCharacter won't work because it's null in Event BeginPlay so the inputs won't be enabled. But that's just a guess. I have no idea how they implemented the loading of ModWorldSubSystem BPs.
No it's more dumb than that
Okay yeah, I'm stupid. So here's the deal:
I had 2 mods with ModWorldSubSystem and Spawn Actor
- Mod1 Actor:
Key F9> do something - Mod2 Actor:
Any Key> check key > do something
The problem was the Mod2 Any Key had the "Consume Input" setting, which does:
Prevents other actors with lower priority from handling this input
So my Mod1 F9 was never triggered, because Mod2 consumed literally any key. The workaround I found was to put a "delay" before spawing actor in Mod1. Which made it's Mod1 Actor in higher priority I guess, since then F9 started to work again.
I found that random delay stupid, and spent 3H trying to find a more elegant way to "fix that".
Since I imagine the Player Pawn is not "immediately" controlled by player on world begin play, my fancy solution just added 1 sec delay, so Mod1 Actor had higher priority and my F9 key worked
In other terms, the player pawn fix is pointless (at least here). The real problem was the fuckin "Consume Input" on "Any Key", which is obviously dangerous
This created issue with other fancy mods like Focus/Dodge from rbwadle, that's how we found the "Consume Input" problem
Holy shit, this not only consumed the key, but also my evening 
Ah, that's interesting. I do use Consume Input in one of my mods. Perhaps I should get rid of it.
But I never had problems with like Spawn and Teleport mods that I use for testing
Well, on a "specific key" is not problematic on its own (I think). Since each mod should have their own "key".
But if you want to let your user use custom keys for your mod, you have no choice than using "Any Key" with "config variables". So user can define his own key in the Engine.ini
[/My_Mod/ModActor.ModActor_C]
Custom_Key = F8
And this is where Consume input is dangerous
Ahh, I see now. I didn't notice that Any Key is not actually a key but all the keys.
It's triggered on any key press, and you just have to compare the key returned > with the variable exposed in the Engine.ini, thanks to the "Config Variable" setting
That's interesting. Perhaps I should try it. I have an issue with a mod where reassigning keybinds works if you put the mod in ~mods folder, but doesn't on Steam. That may be some kind of solution, but will a mod be incompatible with other mods that use the same approach?
Well yeah if each mod have the same "Key F9" + "Consume Input" it will create issue, as only one (the latest loaded??) will be able to consume it
I guess the best practice is to never consume input, no matter the key
so any mod can interact with all keys
If you want to be in higher priority and bypass any "consume input" from other mods, try to put a delay 5s before spawning your actor
You can also try to put a _P suffix on your pak/ucas/utoc. It resolved some mod asset loading issue for me in the past
Thanks. I could try to play with that, but that will be a fix for Steam users, and I guess not many of them will want to mess with Engine.ini. It could be a solution for Nexus, but that version of the mod works fine.
What mod is it? I have steam
Glow Stick Mod. Here is nexus https://www.nexusmods.com/stalker2heartofchornobyl/mods/1532. I can change keybinds in the nexus version. But if the mod is downloaded from steam workshop then I see some keys (some are just empty) in the keyboard settings but can't change them. So I had to hardcode all the keybinds for the Steam version.
It looks like mods from Steam loaded somehow differently or I just don't understand/miss something 🥴
Ah you mean downloaded from steam workshop... I don't have any experience with that. I stay away from it at the moment sorry 🙁
That's ok. I already learned something new today.
Actually that's a clean approach to set custom keybinds
Rather than the Engine.ini stuff 
Taking notes
Yeah, but I didn't find a way to make it easily expandable. I mean only the last loaded mod will have those settings.
Anyone know a way to check if the player has currently a weapon/item in hands in a BP?
not that i know of but i do know it works in quests
a large portion of stuff we need to read arent exposed in bp
(yet?)
Yeah... If only BP could read GlobalVariables, we could hack-in data from questnodes to BP
what u wanna do?
Well. I actually have an idea of how to get what the player is holding. At least a boolean value (empty/holds a weapon). Could try to test that.
Well actually we can use QuestNodes EQuestConditionType::EquipmentInHands and tell that to BP.
But it stupidly pulled by the hair
Wanna play an animation on character, but only if there is no weapon in hands
just do quest?
cant u load bp and unload?
through quest logic? its what i use in one of my mods
my quest is the framework for other mods
I can push a CameraShake effect via QuestNodes that will spawn my animation BP
oh yeah that works, i thought u meant use camershake to trigger something but i remember thats used for bp not quest
That's actually how I play "lay down" & "get up" animation from "Right Click > Use item" in inventory
honestly a mix of bp and quest is super powerfull and can achieve A LOT
so if u just do that i think its good future proofing too
But since I want to do that from BP, the workflow would be:
- Actor BP:
Key F9> StartQuest - Quest:
EQuestConditionType::EquipmentInHands> Apply CameraShake BP - Camera Shake BP: Play Animation
Ah yeah
just make the quest run before start
You mean Key F9 from perpetual Camera Shake BP?
Actor BP: Key F9 > StartQuest
no just the key f9 to start the quest
its only used to run the quest that has the logic no?
F9 should do nothing if player has weapon in hands
yep
still u can remove the check no?
making it seamless?
as long as its not in hand nothing happens, if it is it instantly happens
Nah I want to let player play the animation on demand
It's part of my "Gestures" mod
Rbwadle has a "slowmo" mod, but it only occurs when using ADS + SHIFT
I suspect he use Enhanced IA Input > Aiming to trigger his logic. And since you can only aim with a weapon...
Will ask him
yeah 😂
i made a fun little mod that made u only save at campfires
and another one that gave u heal over time with it
Yeah I was about to work on a mod like that
Already have the save restriction outside of hubs
SoulStalker
Stalker Souls
On player_death > NodeType = EQuestNodeType::MoveInventory > Spawn stash at player death location > add marker on map
- spawn T4 scenarios around the stash. Good luck

u got that?
Nah but I was thinking about that during my initial brainstorm for campfires saves
It will come one day
Too many ideas & wip mods
But if nothing comes out I'll probably do it one day
what u working on now then?
I want to try that gameplay
a-life extended rework?
Nah, some gameplay overhaul/hardcore mode. But, I needed a sleeping bag for it. So I spent days to release it. Then I wanted some animations, and discovered BP animation, so I decided to publish a standalone gesture... And then... And then....
It never fuckin ends 
But save/campfire/restriction is also something I want for it
ohhhh another large overhaul mod curious to see what gets cooked up
fr
I would say, one of the core mechanics is something unique that no other gameplay/hardcore mods did 🙂
campfire saves?
campfire lite
, no save game but each time u cross a campsite u havent before u can pick a relic to boost skeefa
Is it hard to do 1 life hardcore mode?
but each campsite has a scripted spawn
nope, HMH already did it
