#╟⚒stalker2™-mods-making-discussion

1 messages · Page 54 of 1

unique hull
#

yep feel free to use it as a cli or spawn node process, up to you

stark jay
#

Idk if you are the author but if so, thanks!

unique hull
#

yep im the author

green hull
#

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

hazy ivy
#

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

green hull
#

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?

hazy ivy
#

maybe

#

90% of the time they're useless

hazy ivy
green hull
#

Crash thingy gives me: ''EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038'' 🤷‍♂️

hazy ivy
#

nothing else there?

green hull
#

One sec, lemme crash the game again lol

#

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038

Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
Stalker2_Win64_Shipping
kernel32
ntdll

That's it

brittle nest
#

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)

high rain
#

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/

green hull
bitter creek
#

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?

mental nymph
silver swift
#

Does anyone know how to repack .paks with zonepaq without compression?

stark jay
#

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

stark jay
#

i just realized you all have been dealing with this for years with the og stalker rigs, my sincerest apologies

minor cedar
#

4A Games, Vostok etc etc

blazing hinge
#

fr this new gsc are amateurs compared to the ogs before they left

stark jay
#

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

sleek geyser
#

maybe the weight paint was made specifically to go around the faulty rigging?

stark jay
#

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

sleek geyser
#

yeah that's what I thought too

#

but like, correcting it before rigging every single arm would've taken like 5 mins😭

stark jay
#

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

sleek geyser
deft cove
deft cove
sharp jetty
#

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.

green hull
#

So just Stalker doing Stalker things

elder pike
snow egret
stark jay
arctic lion
stark jay
tight pivot
#

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.

fervent stratus
#

I NEED ACTIVE TESTERS FOR PC ASAP, LMK IN DM

iron glen
#

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...

▶ Play video
merry mountain
merry mountain
#

@strong talon @unkempt canopy @fierce junco spam

lean oar
#

fascinating, it's still here despite the person being banned

strong talon
#

oh they're gone

#

someone didn't purge

merry mountain
#

same post is also in botcommands and newbies chat

strong talon
#

yea got them

#

it got banned like 15 minutes ago lol

sand vault
#

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. ;\

lean oar
#

just sort by updated on the nexus

scarlet halo
#

Does anywhere know what file defines names for weapons? doesnt seem to be in files that set the SID/properties for the weapons

hazy ivy
#

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

ashen vale
#

?

scarlet halo
hazy ivy
vague knoll
#

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

hazy ivy
#

Chimera - kinda like a big dog

thick widget
#

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.

vague knoll
outer python
#

hey guys is this the right place for finding mods to add to gamma?

lean oar
#

No this is the stalker 2 mod discussion channel

modern umbra
#

Fucking desert eagle mod was removed >:( That thing was crispy! Why was it removed?

dense swift
#

Either the modmaker didn't like it anymore and didn't bother to archive it instead, or copyright protection

hazy ivy
#

The modmaker got mad cos people were complaining about ammo compatibility, so he took his ball and went home

dense swift
#

Fair enough

vague knoll
#

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

lean oar
#

Literally read the few messages directly above

spare lagoon
radiant stream
#

You can't force me to read.

I will not tolerate your tyrannical expectations.

lean oar
#

This is stalke 2 chat

radiant stream
#

Hell yeah, my level up was a Richter gif

lean oar
#

Just another person that cannot read and seemingly deleted their message

stark jay
small patio
vague knoll
#

anyone know's how to extract guitar songs from the game?

arctic lion
arctic lion
silk citrus
#

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)

smoky spoke
#

I can't access this topic, how to unlock it?

celest duneBOT
#

_ _
@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.

smoky nacelle
#

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

stiff prism
#

new roadmap just dropped

lusty sail
#

From ue 5.1 to 5.5.4 - i guess best feature 😁

smoky nacelle
#

Hopefully some CPU optimizations as well, the game is still heavily CPU bound

summer silo
#

Maybe even 5.6 if it's stable enough, based on some Mol1t posts

thick widget
crimson belfry
#

How the heck does it even matter where you are located, when downloading a free piece of software.

cobalt tendon
#

Hi everyone! Guys, does anyone have a normal guide to adding new weapons to the game?

summer silo
#

All proper guides can be found on the official stalker server :V

cobalt tendon
#

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.

hazy ivy
#

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

arctic lion
summer silo
#

I mean in all fairness people are also still figuring it all out right now.

cobalt tendon
hazy ivy
summer silo
#

Not really kekw

hazy ivy
summer silo
#

korrrk
I see (Said the blind man)

cobalt tendon
hazy ivy
#

but yea, the joy of figuring shit out

#

so which weapon did you use as a template?

cobalt tendon
#

UDP

hazy ivy
#

ok, and it has full config setup? WeaponGeneralSetupPrototypes, PlayerWeaponSettingsPrototypes, PlayerWeaponAttributesPrototypes etc

hazy ivy
#

ok so you have an exact copy of UDP, under a different SID?

#

and it's not working?

cobalt tendon
hazy ivy
#

send me the configs

cobalt tendon
hazy ivy
#

might be easier to send me the pak and ill just pull em from that

cobalt tendon
hazy ivy
#

may or may not be causing issues, but you can remove the "/Script/Engine." from each reference

cobalt tendon
hazy ivy
#

also you're using the udp animBP, but you've added custom magazines which won't be defined in the AnimCollection

hazy ivy
#

if you do the entire weapon in one go there are literally hundreds of potential errors

cobalt tendon
#

Yes

hazy ivy
#

and it works?

#

or it doesn't?

cobalt tendon
#

Added a regular and enlarged clip in the animation. This still doesn't work.

hazy ivy
#

What happened when you just did a replacement of the static meshes?

cobalt tendon
# hazy ivy or it doesn't?

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.

hazy ivy
#

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

cobalt tendon
hazy ivy
#

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

hazy ivy
cobalt tendon
hazy ivy
#

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

cobalt tendon
hazy ivy
#

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

cobalt tendon
hazy ivy
#

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

cobalt tendon
arctic lion
#

zonekit is gonna make me crash tf out i swear to god

warm turtle
#

Has anyone actually tried to see if you can play ng+ if you force the prologue to start with console?

orchid lynx
#

Anyone working on a tactical reload mod?

hazy ivy
#

Not that I'm aware of

crisp bolt
#

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.

hazy ivy
#

"pull player inventory"

hazy ivy
#

I mean, technically you can, you just need to run GetCountInInventory for every single item in the game

crisp bolt
#

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...

crisp bolt
#

other than getcount

hazy ivy
#

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

crisp bolt
#

did you take this with a nokia phone?

#

did they*

hazy ivy
#

i have no idea how they've done this

hazy ivy
#

still fixed it though Chadge

#

that one at the top, its some ancient consumable/grenade weight reduction mod

#

ive spent too much time on this game

dusk valley
#

Does anyone know which mod makes the tan 2x scope to black ?

spare lagoon
flat schooner
spare lagoon
hazy ivy
#

omg over 10000 P's

#

that's so many P's

sterile falconBOT
#

Warned danilamudila for: Don't ask for pirated versions of software anywhere in this server
Warning: 1

graceful heath
#

True ship sailers dont reveal that they sail the 7 seas

woven garden
#

Does anyone have any idea if someone is working on a multi-player mod for stalker?

lean oar
#

Rule 11

vague knoll
#

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?

radiant stream
#

Inf solv, author of Unlimited has done it.

drowsy pond
#

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.

thick widget
thick widget
#

Most likely case is one would overwrite the other and just end up with some odd results or possibly out of control spawns.

drowsy pond
#

figures xD

prisma flint
#

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?

strong coyote
prisma flint
#

Sweet good to know

real mantle
#

is any new mods going to coming to stalker 2

arctic lion
#

have you looked at nexus

tropic rose
#

Can i translate other languages?

ionic prawn
#

is there a mod for sr-25 in stalker 2 ? i was trying to find it but maybe you guys know better

dusk valley
#

Only g28 for now

vague knoll
#

anyone knows of any mod that add gurza dreaming song to bar radio? i need it on the loooooooooooooooop

bright haven
#

does anyone know how enable fp model in simple photomode?

unique hull
high rain
celest sapphire
#

Like view

lean loom
#

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.

unique hull
lean loom
unique hull
onyx zinc
#

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

undone sparrow
#

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?

short hull
#

Maybe you could find it by looking at a mod like OXA that changes stash contents

undone sparrow
#

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

thick widget
#

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

undone sparrow
#

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?

thick widget
#

So you're looking for a specific type of stash?

undone sparrow
#

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

thick widget
#

Well not all stashes are generated on start

undone sparrow
#

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

thick widget
#

Roughly looking at 20+ a lot of them are just SpawnType = ESpawnType::PackOfItems

undone sparrow
#

If include packofitems , number will be about 6-7k. I've already deleted them 🙂

thick widget
#

830 when filtering by:
ClueVariablePrototypeSID = EmptyInherited
StashPrototypeSID = Stash

undone sparrow
#

i understand , all random stashes spawns at start . Mb we can add some string in these files to appear stash icon?

thick widget
#

I see so you want to just have all the stashes known instead of as clues?

undone sparrow
#

yea , bypassing corpse

#

in some file i saw function "Markers", then coords. Maybe that's it?

thick widget
#

Probably would have to trigger it with a quest like GSC does with dlc thumb drives.

undone sparrow
#

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...

thick widget
#

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.

undone sparrow
#

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

crisp bolt
stoic portal
#

Is it possibly to recreate the weapon crafting system from gamma with the dev kit?

rich girder
#

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

mental vortex
#

they affirmed to CS supremacy

spring coral
#

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

crisp bolt
#

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 ```
spring coral
# crisp bolt I think this might be in SpawnActorPrototypes.cfg maybe?

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?

crisp bolt
#

There might be a console command, but UETools had a few custom ones like findactors

undone sparrow
#

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

unique hull
spring coral
#

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...)

unique hull
spring coral
#

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

spring coral
#

Okay, so apparently I should use JPG file format to export/import. It works now

slender remnant
#

Just out of curiosity. Currently is easier to mod for Stalker 2 than to Anomaly?

unique hull
unique hull
#

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

slender remnant
#

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

polar perch
# slender remnant Just out of curiosity. Currently is easier to mod for Stalker 2 than to Anomaly?

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.

drifting flame
#

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

drifting flame
#

I want to port revolver

#

It's a 3d model

unique hull
slender remnant
slender remnant
bronze thorn
#

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

thick widget
#

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.

bronze thorn
#

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?

unique hull
spring coral
#

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 👊

bright haven
spring coral
bright haven
spring coral
#

BTW, how do you enable freecam like that? Isn't UE-Tools not working since latest patch?

spring coral
#

Using XToggleFreeCamera? This just freeze my cam. And UETools commands don't work

unique hull
#

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

fossil rune
#

Would love some faction warfare and hideout building included like in gamma

strong coyote
spring coral
#

I'm discovering UE Blueprints, going down the rabbit hole... What kind of mad man could create such thing MonkaChrist

#

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 sir

drifting flame
#

Is there anyone that can help me port a 3d model into the game

spring coral
#

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 🙏

alpine orchid
spring coral
#

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?

crisp bolt
#

As of right now no pepesludge

tidal yew
#

they fake with squads spawning , but those despawn as soon as u leave the area

#

there is no persistent npcs moving on the map

lean oar
#

!hasalife

celest duneBOT
#

_ _||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1306683555488862319/1388112186479476826/image.png?ex=685fcbb7&is=685e7a37&hm=e0c00815072d9ccc16ca9cf74d423656b9f9b8cc2307e9d07975e14a962cd584&

unique hull
#

i haven’t tried it myself apart from cfg files tho

spring coral
unique hull
#

maybe that’ll work

spring coral
#

Yeah that's what I did, but when you put in the ZoneKit Content folder, it doesn't recognize them

high rain
unique hull
#

If you find a way to export models for editing let me know

spring coral
versed thistle
high rain
thick widget
mental locust
#

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?

tidal yew
#

once u leave the radius those npcs disapear forever

arctic lion
# tidal yew 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

tidal yew
#

map wide npcs doing tasks etc, trading

arctic lion
misty forge
#

play some kirby dreamland

unique hull
spring coral
#

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

spring coral
# mental locust Hi, I'm making a mod that changes stash content, any way to refresh stash conten...

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.

bright haven
spring coral
bright haven
spring coral
#

In the meantime, I will just change the CoreVariables.cfg to my own class

bright haven
spring coral
#

Yeah :\ I saw some Flashlight mods managing to load BP thru StalkerCharacter_BP or something

bright haven
# spring coral I don't wanna bother you too much. Maybe you got a tutorial 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.

bright haven
#

did you copy SDK-packaged files to paks folder ?

#

yeah,stupid question.

spring coral
#

Yeah I'm a fuckin dumbass, I just saw it doublefacepalm. It's extracted now thanks buddy

#

I've put it in ~mods first

spring coral
# bright haven You can Created SDK Mod with name "Lame" ``Checkout`` Widget Blueprint ,edit the...

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.uasset with HxD and replaced all /Lame/ with /Game/ and all upgradepagd with upgradepage.
  • I left the files named W_UpgradePagd.uasset & W_UpgradePagd.uexp (I also tried to rename them W_UpgradePage.uasset just 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/.utoc to LameStalker2-Windows.pak/.ucas/.utoc
  • If I move these files in ~mods, Fmodel recognize them
  • If I replace the created LameStalker2-Windows.utoc with the one from the SDK previously created, Fmodel don't recognize it anymore
  • In all case, it doesn't work in-game
bright haven
#

did you replace symbols ,or erase and type new symbols in HXD?

spring coral
#

Well I just selected the letter, and wrote in it, like an editor :x (sorry I'm not a big Hex specialist)

bright haven
#

ctrl+f ,find all edited "Lame" "upgradepagd" and change to original.

spring coral
#

yep, same result. I'm trying different stuff see how it turns out

bright haven
#

try use only generated .utoc with sdk .ucas and .pak

spring coral
#

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

bright haven
#

did you get green bug crash window?

spring coral
#

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?

bright haven
#

yep

spring coral
#

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)

bright haven
#

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.

spring coral
#

Wait a minute, you have to put the final mod in \Paks\ not in \Paks\~mods\?

bright haven
#

nuh uh,in ~mods

spring coral
#

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 champ

#

Thanks for your help buddy 🤘

unique hull
#

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

bright haven
spring coral
#

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_QuickPanelHUD to W_QuickPanelHUE)
  • Pack the mod. Copy the pak/utoc/ucas to C:/Path_to/Stalker2/Paks folder (not ~mods folder!)
  • Open Fmodel, browse Lame-Stalker2Windows.utoc, find your W_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.uasset with HxD: Rewrite every Lame to Game and QuickPanelHUE to QuickPanelHUD
  • Rename the files W_QuickPanelHUE.uasset/.uexp to W_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/.utoc to the the ~mods folder
  • Remember to remove the old Lame-Stalker2Windows.pak/.utoc/.ucas in C:/Pathto/Stalker2/Paks
spring coral
#

Ayee! Managed to restrain the usage of the sleeping bag in buildings champ

spring coral
#

Also fixed some bugs/improved code

unique hull
spring coral
spring coral
#

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?)

unique hull
#

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)

patent acorn
#

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.

west anvil
#

Does Spore sell mags when mag mod is activated?

#

sorry wrong channel

spring coral
#

Since these cfg avec custom structure with struct.begin/struct.end it would require some custom parser?

unique hull
spring coral
spring coral
waxen rapids
#

Does anyone have the main menu Stalker 2 theme for Gamma?

Or is just the raw file , its okay

spring coral
#

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

high rain
# unique hull yes, i wrote one https://github.com/sdwvit/S2CfgToJSON

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

GitHub

Joric's Stalker 2 Interactive Map. Contribute to joric/stalker development by creating an account on GitHub.

unique hull
#

tho it's lagging as hell on my machine

#

which is not the worst

#

upd: not a lag, a crash

high rain
#

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

unique hull
#

well, some point are null apparently, perhaps a safeguard would be nice

high rain
#

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

unique hull
#

im on latest chrome linux

#

supraworld^

high rain
#

updated maptalks gl, will take a minute

#

yea supraworld uses the latest one so guess it's not really linux compatible

unique hull
#

from SO

#

i guess it is not compatible with linux gpu drivers

#

sadge

high rain
#

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

unique hull
#

it does

#

just warnings

#

map still works

#

so perhaps changing it to a warning on stalker map would work too

high rain
#

I updated the map engine on stalker, Ctrl+R

unique hull
#

yep works now, at least in FF

#

chrome works too

#

nice

high rain
#

it's a crazy detailed map took me a while. I think it's better than mapgenie

unique hull
#

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

high rain
#

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

unique hull
high rain
#

click on the divider it's some korogod guider you can teleport there with XTeleportTo 104280 618960 700

spring coral
unique hull
#

+1 idea and implementation well executed indeed

spring coral
#

What's up with the \Stalker2\Content\GameLite\GameData\EffectPrototypes.cfg.bin instead of EffectPrototypes.cfg in the latest 1.6 update? deathstare

#

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? champ

spring coral
#

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...

▶ Play video
arctic lion
spring coral
summer silo
#

Seeing 1.2 for Craftable Zone say "Compatible with all mods now" brought a smile to my face, ngl

unique hull
#

Wow im excited af

spring coral
#

The new cfg patch method with {bpatch} is godsent champ

#

Bye bye CoreVariables.cfg mods incompatibility

unique hull
#

Will there still be a conflict if two mods modify dynamicitemgenerator for example?

arctic lion
#

that would probably require a merge if you want both or to choose which one has priority

polar perch
spring coral
thick widget
spring coral
#

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

thick widget
#

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

spring coral
#

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 sleep

#

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

unique hull
unique hull
spring coral
spring coral
#

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
unique hull
#

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

thick widget
undone sparrow
#

guys, how can i decompile new .cfg.bin files to old format folders and .cfg files?

unique hull
undone sparrow
#

I want decompile new original SpawnActorPrototypes.cfg.bin game file (last 1.6 patch), cause of stashes update. Even Zone Kit can't help?

fervent stratus
#

you need zone kit to get readable cfg files now

#

or someone will need to send to you

unique hull
spring coral
high rain
thick widget
high rain
spring coral
high rain
#

maybe it's merged somehow idk

#

but there are plenty of files in DLCGameData, 310 files most also as bin.

spring coral
#

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 :\

high rain
#

how to unbin them?

spring coral
#

You'll have to rely on Stalker2 v1.5.3 extract to get the info for the moment I believe

high rain
#

I'll probably wait with 1.6 update until I decode them.

thick widget
#

From what I know it doesn't sound like they would have changed between 1.5.3 and 1.6

unique hull
high rain
#

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.

spring coral
#

/Game/_Stalker_2/TechArt/PerfCapture/AC_PerfCameraComponent.AC_PerfCameraComponent

#

We all know that feeling Pavel, we all know

high rain
#

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

spring coral
#

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

high rain
#

oh they so do. they also do collaboration and merge/compare for that shit

spring coral
#

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

high rain
#

there's a visual tool to compare blueprints but they are still binary files so

#

learned a beatiful word today "WORKSLOP". totally describes 2025

spring coral
high rain
#

you totally can. in fact those scripts work in stalker 2

spring coral
#

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

high rain
spring coral
#

I would like to have a life outside of modding

spring coral
#

Your main.lua is very interesting. You used a lot UE4SS in the past?

high rain
#

nope I started last month

spring coral
#

Inspecting BP on-the-fly

undone sparrow
high rain
#

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

spring coral
# high rain nope I started last month

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?

high rain
spring coral
#

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

crisp bolt
#

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.

spring coral
#

Yeah, but you can trigger these quest blueprints?

crisp bolt
#

Yes

spring coral
#

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

crisp bolt
#

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

spring coral
#

Yeah, but I trigger my quest via conversation with NPC

#

But can you trigger it with BP Autoload?

crisp bolt
#

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

spring coral
#

Ah yeah of course, you can execute command from the BP ModWorldSubSystem

#

makes sense

crisp bolt
#

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

spring coral
#

Yeah well BP and all these no-code mess doesn't really makes sense for me

crisp bolt
#

Just remember. The main menu is also a world. Technically.

spring coral
#

At least questnodes code makes "kind-of" sense, even if it's clunky af

spring coral
crisp bolt
#

Yeah I get that. Lol I struggle at times too with BP even though it's the same logic.

#

Yeah his videos are great.

spring coral
#

Can't wait to have our hands on the actual C++ script

#

Made my first blueprint. I feel so dirty DisgustedClint

lean oar
high rain
spring coral
#

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

unique hull
spring coral
unique hull
#

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

polar perch
undone sparrow
#

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

polar perch
# undone sparrow 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

undone sparrow
polar perch
# undone sparrow that is no matter what is absolut value of weight. Only difference between min ...

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.

spring coral
#

So [Sausage = 45% chance of spawn] vs [Bread 45% chance of spawn] vs [Milk = 9% of chance of spawn]

#

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)

undone sparrow
#

thanks, now its clear. But if i understood right, scripts works incorrectly acoording difficulty

spring coral
#

What do you mean?

undone sparrow
#

seems itemgens generates items at all difficulties simultaneously

#

and parameter "newbie" doesnt work

spring coral
#

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

undone sparrow
#

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?

spring coral
#

Watchout when dealing with stashes, they often have multiple generators tied to them

#

Some stashes have gamepass_itemgenerators, with additional smartloot_stashes

undone sparrow
#

yea i know it

spring coral
#

So you need to disable smartloot if you want to 100% check your item generator code

undone sparrow
#

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

spring coral
# undone sparrow i always consider gens in spawnactor files and quest files

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

undone sparrow
#

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 🙂

spring coral
#

You don't need to start a new game, you just need to find a stash you never opened

undone sparrow
#

i gonna check both playerrank and gamedifficulty

#

dependence

#

dont worry, i'll check with massive cheats so it would be fast))

spring coral
#

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

undone sparrow
#

yeah, its working

#

i wonder, where are checkpoints of changing player's rank

spring coral
#

It's based on quest progression, search for Rank = ERank:: in the QuestNodePrototypes folder. You'll find the missions that set a new rank

undone sparrow
#

ok thanks!

spring coral
#

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

polar perch
spring coral
#

Oh you're ZunaSW from Craftable Zone?

#

Respect 💪

polar perch
#

Yep, thanks 🙂

spring coral
#

I saw you showcase on temperature and base building, sick stuff

polar perch
#

Thank you!

spring coral
#

I also saw the preview of your BP with millions nodes kekl

#

You're a mad man

polar perch
#

Pain lmao

spring coral
#

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:

unique hull
undone sparrow
unique hull
undone sparrow
#

that is simple console enabler and typing coords in command Xteleportto 🙂

#

console helps to check stashes quests and other very much, without passing game

unique hull
#

Thanks ill try again

undone sparrow
#

try to place 4 archieves twice - to ~mod and Paks folders

spring coral
#

It works also for me on Stalker 1.6

unique hull
#

That’s awesome news

undone sparrow
high rain
#

how do I enable vortex download button on nexus? I have vortex ready mods approved but don't have the vortex button

unique hull
undone sparrow
#

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

undone sparrow
#

OMG , so huge amount of stashes was made with invalid playerrank function kekw

violet delta
#

Feels like Stalker 2 modding has slowed down quite a bit

#

Almost none of my mods getting updated for 1.6 PepeHands

lean oar
#

Bro, just give it a few days

#

These people do this stuff in their free time

spring coral
#

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

unique hull
polar perch
#

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.

spring coral
#

You should see the Official discord, they even ask this question to devs doublefacepalm

#

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

lean oar
#

One of the things apart from crippling adhd that prevents me from wanting to do modding

fervent stratus
#

yes that is 101 versions alone under "add-on collection"

#

across 3 platforms to get the mods from, each changelog, update modpage, etc

polar perch
# spring coral You should see the Official discord, they even ask this question to devs <:doubl...

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.

spare lagoon
#

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.

high rain
unique hull
#

i tried using SImple ModLoader before

#

biiig difference (BP)

spring coral
#

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

high rain
spring coral
#

Unfortunately, DLCGameData is not included. Even with the ultimate edition, zonekit did not include it billysleep

spring coral
spring coral
#

I'll send you

high rain
unique hull
spring coral
#

People will cry because it's not 1.6 in comments kekw

spring coral
unique hull
high rain
# spring coral

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.

spring coral
#

What a boss! Holyyy

high rain
#

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.

unique hull
#

I don’t think older versions will be popular

high rain
#

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.

violet delta
spring coral
#

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?

thick widget
#

I mean it could be possible they added error handling for missing assets

spring coral
#

I'll do some additional tests to confirm this

spring coral
#

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

thick widget
#

That's very very interesting. I guess they must have added extra error handling then with those kind of results.

minor cedar
undone sparrow
#

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

thick widget
#

But I also don't have tons of downloads any more besides maybe the combat overhaul. shrudge

unique hull
#

i’ve used it back in days to progress through sircaa mission

high rain
worthy surge
high rain
spring coral
#

Hey @eternal rock , you're the modder of Offset aiming without NVG?

eternal rock
#

yes

spring coral
#

I see you struggle with DLC Game Data, which are not included in SDK, so they can't be extracted at the moment

#

You can use it as reference to patch DLC weapons 😉

eternal rock
#

oh nice

#

this is exactly what i needed

spring coral
#

I know mate champ

#

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 PepeHands

eternal rock
#

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.

spring coral
#

sure, let's switch in PM

eternal rock
#

sure

unique hull
#

someone mentioned that we got a second keyword apart from bpatch

#

what was that?

spring coral
unique hull
#

thanks bud

spring coral
unique hull
#

for extending existing structs the only way is to set refkey right? or do we also need refurl

spring coral
#

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

  1. The struct needed an SID
  2. 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 same SID so 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
crisp bolt
#

imo

high rain
unique hull
thick bridge
#

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?

crisp bolt
fervent stratus
#

show the mods hha

#

-> looks inside
-> last updated 6 months ago

thick bridge
lean oar
#

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

thick bridge
#

I thought I had done something wrong while modding.😅

spring coral
unique hull
#

@high rain are you polish by any chance?

unique hull
thick bridge
#

I only had 3 mods installed loot&craft then the oxa mod and exactly the mod caused the game to crash🥲

solemn hinge
#

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_exploration to the mod
  • duplicate any delayable bool input action and add it to the IMC (modify it/rename it to IA_lowready or something)
  • map the AS_fp_ar_idle_to_idle_cover to 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

spring coral
polar perch
spring coral
solemn hinge
solemn hinge
#

because i have no clue what they’ve done with input actions / IMC

spring coral
spring coral
#

Omg, finally managed to play an animation from a button input with ModWorldSubSystem champ

#

ModWorldSubSystem BP:

#

The custom Actor BP:

#

Lmao, the slav squat maniacs

thick widget
spring coral
#

I can finally add a sleep animation for my sleeping bag mod bedge

gilded lintel
#

i hope someday some legend comes up with the btr grenade mod aswell bedge

thick widget
#

I'd love to add more grenades, but currently it's impossible.

fossil rune
#

Hey, does the gamma mod manager work with stalker 2?

spring coral
tidal dragon
#

got a question

#

someone made character skills mod for stalker 2?

arctic lion
high rain
spring coral
#

Sneaky slav squat included kekl

mental zealot
#

wow are these animations already exististing?

spring coral
#

There's is also a Star Wars-style "force wave with hands" animation. Would be fun to apply some push effect in AOE ahead stalkercringeemoji

mental zealot
spring coral
#

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

lean oar
#

"these aren't the stalkers you're looking for"

spring coral
#

Oh yeah, we could turn enemies into friendlies

#

Or make them stop looking for you

lean oar
#

"immersive" cheating clueless

spring coral
lean oar
#

Fragment of the monolith

strong coyote
spring coral
#

let's gooo letsgooo

lean oar
#

Based

spring coral
#

Now I need to understand how to create a custom radial menu like @polar perch does, to get rid of these keybinds

tacit yoke
#

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?
thankspeepopray

#

if you guys explain the method that would be way more than amazing

thick widget
tacit yoke
#

if so can you nav me to it please?

thick widget
#

It's still in phases of development so it's not fully complete, but they're doing a good job with it so far

tacit yoke
#

thank you very much❤️

thick widget
spring coral
tacit yoke
summer silo
tacit yoke
#

what can i doomegakekw ?

unique hull
#

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

spring coral
#

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

unique hull
#

ok the answer is I need to put my patch inside the folder with the same name

dreamy geyser
# spring coral The custom `Actor BP`:

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.

rain finch
#

Could someone send me the vanilla mutants config files please for 1.6 ? cute

I’m way too lazy to download 150Gb to grab 9 files of 2kb each

spring coral
#

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 ModWorldSubSystem, without having to rely on some random delay 5s (I'm stupid)

#

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...

dreamy geyser
rain finch
rain finch
#

Thanks a lot !!

spring coral
# rain finch 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

dreamy geyser
#

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.

lean oar
#

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 kekl

rain finch
spring coral
#

It's driving me nuts, I can't isolate the issue & reproduce it kekw

#

I swear I spent 3H on this fucking thing

lean oar
dreamy geyser
#

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 😅

spring coral
#

omfg, I think I'm dumb. Just give me one sec to confirm it

dreamy geyser
#

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.

spring coral
#

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 kekw

dreamy geyser
#

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

spring coral
#

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

dreamy geyser
#

Ahh, I see now. I didn't notice that Any Key is not actually a key but all the keys.

spring coral
#

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

dreamy geyser
#

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?

spring coral
#

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

dreamy geyser
#

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.

spring coral
#

What mod is it? I have steam

dreamy geyser
#

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 🥴

spring coral
#

Ah you mean downloaded from steam workshop... I don't have any experience with that. I stay away from it at the moment sorry 🙁

dreamy geyser
#

That's ok. I already learned something new today.

spring coral
#

Actually that's a clean approach to set custom keybinds

#

Rather than the Engine.ini stuff champ

#

Taking notes

dreamy geyser
#

Yeah, but I didn't find a way to make it easily expandable. I mean only the last loaded mod will have those settings.

spring coral
#

Anyone know a way to check if the player has currently a weapon/item in hands in a BP?

fervent stratus
#

a large portion of stuff we need to read arent exposed in bp

#

(yet?)

spring coral
fervent stratus
#

what u wanna do?

dreamy geyser
#

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.

spring coral
#

Well actually we can use QuestNodes EQuestConditionType::EquipmentInHands and tell that to BP.
But it stupidly pulled by the hair

spring coral
fervent stratus
#

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

spring coral
#

I can push a CameraShake effect via QuestNodes that will spawn my animation BP

fervent stratus
#

camerashake is already used by a large mod

#

so in future it will cause issues

spring coral
#

I mean, a custom camershake BP

#

I already did that with sleeping bag mod

fervent stratus
#

oh yeah that works, i thought u meant use camershake to trigger something but i remember thats used for bp not quest

spring coral
#

That's actually how I play "lay down" & "get up" animation from "Right Click > Use item" in inventory

fervent stratus
#

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

spring coral
#

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
fervent stratus
#

why the actorbp?

#

thats redundant

spring coral
#

Ah yeah

fervent stratus
#

just make the quest run before start

spring coral
#

You mean Key F9 from perpetual Camera Shake BP?

fervent stratus
#

Actor BP: Key F9 > StartQuest

spring coral
#

Yeah but how I play the animation?

#

Quest can't play montage

fervent stratus
#

no just the key f9 to start the quest

#

its only used to run the quest that has the logic no?

spring coral
#

F9 should do nothing if player has weapon in hands

fervent stratus
#

ohhhh

#

f9 is the check

spring coral
#

yep

fervent stratus
#

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

spring coral
#

Nah I want to let player play the animation on demand

#

It's part of my "Gestures" mod

fervent stratus
#

ohhhh

#

yeah thats a good way to go at it then

spring coral
#

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

fervent stratus
#

yeah think so

#

its for sure not quests, he doesnt use that

spring coral
#

yeah 😂

fervent stratus
#

honestly the quest tool on its own is peak

#

no need for bp

spring coral
#

Yeah agree

#

so powerful

fervent stratus
#

i made a fun little mod that made u only save at campfires

#

and another one that gave u heal over time with it

spring coral
#

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 kekw
spring coral
#

Nah but I was thinking about that during my initial brainstorm for campfires saves

#

It will come one day

fervent stratus
#

so in the future we both will have a campfire saves mod?

spring coral
#

Too many ideas & wip mods

spring coral
#

But if nothing comes out I'll probably do it one day

fervent stratus
#

what u working on now then?

spring coral
#

I want to try that gameplay

fervent stratus
#

a-life extended rework?

spring coral
#

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 kekl

#

But save/campfire/restriction is also something I want for it

fervent stratus
#

ohhhh another large overhaul mod curious to see what gets cooked up

spring coral
#

I would say, one of the core mechanics is something unique that no other gameplay/hardcore mods did 🙂

fervent stratus
#

campfire saves?

#

campfire lite kek , no save game but each time u cross a campsite u havent before u can pick a relic to boost skeefa

unique hull
fervent stratus
#

but each campsite has a scripted spawn

spring coral