#╟⚒stalker2™-mods-making-discussion
1 messages · Page 55 of 1
Yes
meaning u die u go back to tutorial
That would mean save lost if you just close the game
ive dabbled with a proof of concept of that yes
Need to delete save on death instead
force save
but yeah i didnt outright kill player
Imagine people would be able to attempt hardcore speedruns
twitch speedrunners 
Here is a way to get that. WeaponInHands will indicate the current state.
What a chad... Holyyyyyy
It's better to rename to IsWeaponInHands tho
We need a library of components like that
Yeah. Was thinking about that.
How the fuck did you end up with that logic? It's all trial & error? Or did you work with UE before?
Started to work on ZOne kit release, lol.
I actually was working with glowsticks to make it a holdable thing. I just kind of knew where to look.
However, I have other problems there that I'm unable to solve.
For some reason, I can't attach it to a hand. It just doesn't want to stick, lol
Just spawns slightly outside the hand or so
Yeah I remember the early stages of the glow stick mod, it was shortly after the release of the game during the CoreVariables.cfg mods compatibility mayhem 
Damn it works well man
It triggers also for knife and grenades, but these are weapons after all
Awesome!
We can say what we want on BP and how bullshit no-code is in general... But the ability to copy complex logic like that, from a screenshot, in a matter of seconds, is pretty awesome
Also, it makes the entry threshold lower. If it were pure C++ we wouldn't get that many mod makers.
Well, I guess it's possible to filter them out if needed.
Yeah I image, just need to guess the correct prefix in some blackbox array containing dark matter mesh components tied to celestal bones 
Is S2 modding limited until they give out full access to blue prints?
Yeah modding it's still limited for complex tasks, such as creating a free game mode ala GAMMA with AI stuff, Tarkov-tier health system etc...
@spring coral Just a more robust approach.
welp got done making the Hardcore Save System concept
only forced quest saves to not break quest logic from main game and auto save on interact with campsite
does this trigger each tick?
Nah. Just when you need it. It can be anything instead of that Left button trigger. You connect whatever you want there. But you can trigger it each tick if needed.
Like you have a trigger ( K key pressed) to play some animation on the player character. But you don't want it to play if the player is holding a weapon.
[K key pressed event] -> [Set IsWeaponInHands] -> [Check IsWeaponInHands]
-> [True] -> [Do nothing]
-> [False] -> [Play animation]
Set IsWeaponInHands - all those nodes on the screenshot.
So it will fire only when the key is pressed
Out of curiosity, would a button press from a controller be listened to the same way?
You mean gamepads? Yeah, there is a separate section. Can catch any key.
Nice
Is it possible to make low-ranking NPCs react differently to hits than high-ranking NPCs? For example, so they take longer to recover from hits?
Why not just run your logic like a function? Key press > black_box_array_check_weapon_in_hands > true > animation / false > nothing
I actually converted your logic into a macro
Sure, that's what I would do too.
Lol, that's ok
I'm off boys, gonna dream about blueprints
Ah!! Unzip an archive to install a mod is scary
welcome to making mods for stalker 2, where it seems like any small effort from the mod user's side is a bit too much for them 
Imagine giving the ability to some random teenage weirdo to "rate" your work on a mod
2/5 there is no Ethiopian translation for the logo on the soda can
Nahhhh, if you want chad exclusive mods, that's on nexus my boy and get your winzip with you. The masterrace train doesn't wait!
Yesterday someone complained that my gas mask overlays are "slightly too high on the screen" and asked if there's "a way to fix this problem". Well sorry the mod doesn't do EXACTLY what you want, maybe I just made it for myself and chose to share it. Nitpicking on literally everything these days this community
And now he can actually rate 3/5 for that reason on steam workshop. Get the fuck out of here
Thats why I just don't care about the ratings, because people are so entitled lately that I just can't care. Like- if you want something so special or for it to work the way you want it to work, you're welcome to make your version (without stealing assets and code). Honestly been really annoyed lately about this behaviour, cos it wasn't this way 2 months ago. 2 months ago people were just happy to get whatever. idk what's happened
New wave of returning players with the update maybe?
Was it the same for the 1.5 release?
1.5 was relatively fine. 1.6 has been hell on about comments. Not to talk about Xbox users. People literally straight up do not read descriptions either or even previous comments
Ah yeah Xbox users... We can see them on the official Stalker discord. They are special kind, you recognize them just by their mindset 
And at the end of the year... Welcome my Sony fanboys!
Not all are like that, mind you. There's some that are super kind. But we went from: "we'll help modders test their mods on Xbox" to "WHY IS UPDATE NOT HERE YET, MODDERS, GET ON IT ALREADY" and sending DMs to modders on every platform -daily-. I'm so tired of reading my DMs anywhere
Yeah 💀 questioning if I want to even put my mods in there if we'll be able to, problem is if we dont put mods there, they'll just ask the same "why not mods in ps5???"
And you just wait for PS5 to not allow specific kinds of mods like idk, things that have new 3d models or whatever
Easy answer
Here is my paypal link
Modders being unable to put those mods up for PS5, and PS5 users just going on a rant about it to the -modders-, I see it happening
Yeah
I don't really know Sony politics about mods (my last PS was 3), but on copyright and stuff they are pretty narrow minded
I can't remember how it is for the trilogy in ps5. I think it allows assets- pretty sure it does because I remember putting alternative mutants there- I think
console players don't deserve us
do keep in mind the comments are mostly for larger mods like the ones kyne has, for my small mods i aint getting shit 🤣
cus for me it honestly feels opposite
I can think of a new console players' names that make me think "maybe they deserve us", because they've been insanely patient and kind, but in general? honestly I'm incredibly tired atm and going back to mod Rimworld for a few weeks because its insane having to keep up with all these people and their entitlement and little complaints about the smallest things ever
i saw this comment and i fucking died:
its not console but still
yeah man lol
i can see why u get tired
I stood absolutely speechless looking at the screen for like 5 minutes trying to figure out
i mean they did say its sarcasm but 2 days later hha
Questioning human intelligence as a whole
The one that killed me yesterday was this one
hahaha. Dude, there's a chance, a small chance, that this guy never actually made a headshot (or very very few), so he doesn't know 
brooooo
FIX MY .1 OFF CENTERED OVERLAY
Now you see what I mean and why I'm so fucking exhausted lmfao
ps5 and the mod porting to ue 5.5 is gonna be fun!
2 months ago I'd have answered kindly, but I couldn't hold myself from answering in caps aswell
whats wrong with steam workshop btw?
rating system
first time im releasing mods on steam so dunno whats wrong with it
Yeah you need some holidays Kyne, I can feel it, looking at your screenshots
i can see that being an issue yeah
adding pictures of the mod 1 by 1 
Take some days off
Yeah I personally just don't look at the ratings, anywhere really
I do mods for myself first of all. If someone doesn't like it then whatever
same but then i wanna finish it proper and make it public l, atm im so lost on 3 sites i offer my mods so honestly looking for reasons to move from steam
but the pointzzzz
and the awardsss
the recognition
Yeah, its why I'm just taking some weeks break of stalker 2 to do something else
I refuse to let random weirdos rate the hours of FREE work I put in my mods. It's a matter of principle
yeah i can see that
Why care for steam points, like the stuff you can buy for them is crap lol
ikr i have bought like 3 things
ever with steam points
real
I bought emojis I'll never use lmao
im prob going to make combined large mods going into 5.5 for steam anyway
no more single mods there
too fucking annoying with the description etc
i got like 10 on steam pfff
It's a matter of principle. It's not necessarly logical. If they want my stuff, they come where I put it
console bros in shambles
REspectful tbh
i will forever try to release for console thats my nr 1 goal always
You have to remember it's all for FREE
Absolutely
There's only few people actually making cash from it: GSC, and Steam/Xbox
Its about respecting people's time spent on making that mod, 100% agree with you
believe it or not, my favourite platform for this is ModIO lol, but only because its just more comfortable to upload stuff, edit descriptions etc
Talking about 800x600 UI
Oh no I was thinking about moddb sorry
Nexus everytime you paste something on the description or change any small thing just scrolls down to teh whole damn bottom of your description 💀
[code] editor gang here
IT ALSO FOR SOME FUCK REASON REMEMBERS WHAT WAS THERE BEFORE
OH HAD A RED LINE OF TEXT AND DELETED IT? THIS WHOLE LINE IS FOREVER RED TEXT
Can you ban people on Modio?
Important question ^
diabolical
speaking of banning
Wait, you never banned someone?
never
It's basic routine
tfuck
Are you for real?
tfuck
I still have no clue why Craftable Zone had some random user banned the moment I uploaded the mod to Nexus

I had never banned someone and this guy was just there put as banned
do u have like a hater following you on all your mods or something
i never got to the point of banning someone
i never even got that bad messages i think
worst i got is like "this isnt realistic"
I banned someone again like 3 days ago?
or like an "aktphuallyyy its like..."
Banned from all my mods. So it counts for cyberpunk, far cry etc... etc...
I don't even know who Rooseph or SniperChris404 are
all nexus
But supposedly he banned rooseph from my mod
Kyne, I know what you should do. You should take some days off, as we said, and when you come back, get some skill with that ban hammer. It helps A LOT
Honestly yeah, I should learn ban hammer skills
Not happy? Boom you disappear and no one will ever hear from you again
kynes, your shelter mod, does your campfire have a unique guid only once?
or is it per campfire?
Uhh
In which sense do you mean? for placed campfire or for campfire where to warm at?
Ah, no. The mod takes into account all placed campfires by vanilla, but also the campfires you place yourself. No contextual action either
sorry to change sub, seeing you are online im seeing good response from my test on a few campfire related mods so was wondering how yours work
It's okay, gonna sleep. Cya! 
Sleep well man
gn!
oke so i take it kynes any mod that helps or buffs player is big nono for your temperature mod?
*player near campfire
Uhmm, not really. Shouldn't cause incompatibilities. What I have atm is check if player is near a campfire (all through BPs), if they just gt close to the campfire, they get an effect to regen health. If they just left the campfire, the effect is removed
oh in regards to compat i see no issue but i do see problems with your intended experience if they are combined
so i was thinking of something like: Relaxing Campfires, where u slowly lose status effects near campfire
psy reduction, stamina gain etc
i find campfires to be useless atm so want to give them some spice
I am currently trying to balance it all because I made it too hardcore at first. so I suppose it depends on what you're doing exactly. My mod has like, lots of custom effects that are applied or removed, but never uses vanilla effects. So for example, if very cold, you barely have stamina
Yeah it will lmao
is the campfire single use? or infinite?
sorry for all the q's your mod is huge and i want compatibility for it
the one u place
please say it needs to be crafted and will be destroyed on use
I don't change the vanilla campfires, and the one you can place is a vanilla campfire too, so its infinite. But down the line I'd like to do something about campfire usage, like I would like that it can go off etc. Atm you can just place it, and then destroy it if you want to get rid of it
ahhh need to think how i can make that cheese work
one of the mods im testing is campfire saves so with your mod thats infinite save cheese
You do need items to place it tho
oki fixed
ohh sick that makes campfire saves even crazier
imagine u make a shelter somewhere with bare campfire so u have a permanent savepoint
PEAK
sounds epic
@hwk is it because minimal api access? Or is it because the BP editor is Garbo
Would be nice later if logic can be added that there's a chance of save/sleep out in the wild can be interrupted by spawns. Friendly or otherwise and then have different quest events. Getting robbed and have to track them down to get some loot back. Or mutants chewing on your boots, etc... 😄
I was thinking about doing that with the sleeping bag. If you sleep "outside of a building", it's less safe and thus there's a chance de get robbed/attacked. Robbed like random stuff removed from the inventory. And attacked, like early wake up + scenario spawn
Yeah that would be great if it can be pulled off 😄
Hiya, is the output from the print string node able to show up in game when running the game through the play-in-editor?
First time testing out a blueprint mod. Created a simple one that is supposed to print a string when a key is released and nothing is showing up in PIE
As far as I know you this won't print anything in the editor play.
The only way I found to actually "log something" in the editor play, is to use "Log Error" from cpp mediator. This will print your string in the "Output Log" tab. Make sure to filter by error in your output logs, to remove messages/warnings
Also, you're on the main ModWorldSubSystem BP in your screenshot. This BP type cannot "listen for a input", you have to create a secondary "Actor BP", and spawn it from the ModWorldSubSystem. Then in your Actor, add a "Enable Input", and finally do your "On key press" stuff
See this message where I show the graph: #╟⚒stalker2™-mods-making-discussion message
(you'll find a zip with the SDK mod source code to download in the following messages)
For basic explanation of the ModWorldSubSystem BP, check out this great introduction video by rbwadle:
https://www.youtube.com/watch?v=lRO7aK70JdM
Negligible
I had russian kids review bombing my mod and throwing reports 🤷♂️
That is incredibly useful hwk, thank you
I was already watching that video but decided to deviate slightly to play around and immediately nothing worked haha
The SDK will teach you soon enough that it's not how it works 
BTW, to launch the "editor play", and actually see your log, check out this another video from rbwadle:
https://www.youtube.com/watch?v=LolsMH73Yug&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW&index=8
Works great. So we're spawning an actor that has this enable input node, and that enable input node allows this actor to process key press inputs from the Player Controller?
Absolutely
Copy the Error from Blueprint: string, and paste it in Filter above, so you only see your logs in the errors 😉
nice. Thanks for the help.
So would it be best practice to keep the ModWorldSubSystem blueprint fairly simple and spawn actors that actually do the interesting stuff?
Yep
Creating a class to create another more interesting class 
omg I made it
managed to customize animation sequences for weapons lower/upper stances
Inspired by High Ready Stance previously hinted by @solemn hinge . But with both stances & checks on weapon in hands/aim/fire etc...
a mix of both is nice
Yeah, still need a better transition from lower > to > upper. I need to figure out what the fuck are these blend in/out, but these are the parameters needed
I'm still kinda new to animation modding
do these animations still kinda warp the player?
The lower stance is just the "equip" animation but truncated in the middle
These are existing animations
@spring coral I'm putting the debug console to good use. Really useful already
Sniffing in mesh & skeletal components I see. Reminds me of @dreamy geyser and his black magic array 
Wait a minute, that array of skeletal mesh "WeaponInHands" is totally what @dreamy geyser shared yesterday with a BP function to check if there is a weapon in hands. See: #╟⚒stalker2™-mods-making-discussion message
Great minds think alike
Yeah I was just getting all actor components of type "skeletal mesh" and then looping through each and printing some available info on it
Ooo
my end goal is to try and re-use the arena inspect animations to create a mod that allows the player to play a weapon inspect animation on keypress
Nice
great minds think alike
I've been working exactly on that. But couldn't play it with a custom montage, at least for the weapon part
There's two sequences, on for the body, and one for the weapon (aku)
I can't make it understand to apply animation on the weapon
even using animation slots
It's probably applied together in some animation BP or something like that
/Game/_STALKER2/Animations/Player/AnimSequences/smg/aku/Unique/AS_fp_aku_arena_inspect.AS_fp_aku_arena_inspect
/Game/_STALKER2/Animations/Weapons/smg/aku/AnimSequences/fp/Unique/AS_aku_fp_arena_inspect.AS_aku_fp_arena_inspect
whats the check for fire?
got it to here without bp back before public
If player fire, put weapon back in fire stance. Still need to figure out how to stop the first bullet. So left click = back in fire stance and then actual fire
ahh that way yeah, i wanted it to be from the barrel of the gun but heard its not originating from that location 
Did you find that these animation sequences were messing with your camera? I can get the hand animation to play but it teleports me and locks my camera to only spin horizontally. Really weird
Depend on the slot you use in the montage
put it in full body
At least, for the body sequence
then for the weapon... I don't know
GOT IT WORKING!!!!
vid or didn't happen
only with PM for now.
Haven't made montages and such for the rest. Also have to dynamically check which weapon is in hand - currently hard coded to only check for PM
Any ideas why there are only inspect animations for these few weapons?
I don't know I never left lesserzone, let alone discovered arena, that's probably the only animations made for that section of the game?
I would say cut scenes probably
turns out they give you specific equipment for the arena fights, so they only made equip anims for the guns they give you https://youtu.be/VSJ-w58d6lM?si=BeQ42M5PK6EUwGl0&t=233
TIMESTAMPS
3:58 ROUND 1
7:11 ROUND 2
11:52 ROUND 3
15:05 ROUND 4
21:30 FINAL ROUND
Complete All Rounds In The Arena To Earn The SledgeHammer Shotgun. Round 1 Is Simple 2v2, Round 2 you need to find the alpha dog, when you shoot the right dog he will bleed instead of disappearing, unload on him and the other ghost dogs will disappear, leaving a ...
debating if it's worthwhile making this into a full mod. Already aniticipating all the comments asking to add X weapon....
anyone know where the arena quests are by any chance or their name?
there will be plenty
Just call it a proof of concept mod
Have the description explain that it's an example of this type of behavior and would need someone to build the rest from scratch. As long as you get ahead of the issue and limit expectations you'll get a lot less asking and more wishing.
Has anyone come up with a way of handling keybinds for mods other than hardcoding them in the blueprints?
You can let users set keys in the Engine.ini file like that:
[/Player_Gestures/Config.Config_C]
Sit = P
Applause = M
Fuck = L
Come = B
Thumb_Up = K
Thumb_Down = N
Using the "Config Variable" param in variables
You have to use the key "Any key", and check the triggered key against your variable. See this discussion: #╟⚒stalker2™-mods-making-discussion message
⚠️ Important, set the key option "Consume Input" on "OFF". otherwise you might screw other mods
This is explained in the discussion
Wow that works pretty well
@polar perch I saw in your mod https://www.nexusmods.com/stalker2heartofchornobyl/mods/1660 that you were interested in being able to detect what the player is wearing.
It's really hacky, but I think you can just reference the Skeletal Mesh attached to the player character at runtime to determine what clothing or armor the player is wearing. In the vid I print the skeletal mesh of my character (SK_pla_sel_07) to console, then I change armor and print it again and you can see it change (SK_pla_sta_03).
can someone please remind me how do I patch a [*] n-th item in the list?
btw when you log error, where does it show up?
@unique hull in the console in the SDK. The video above shows how they look
ah so not in game
maybe only with console enabled 
were you able to patch a specific [*] PossibleItem?
I just assume all [*] items are items in array and internally they are translated into indexes; but I want to confirm it with yall
Ah that’s a good method. I do something like that for something else in my radiation mod, didn’t think of using it to check what the player was wearing actually. Thanks for sharing!
that's epic man 🙂
@spring coral if you need help just hmu
Here's what I did, It might come in handy i don't know.
I overwrited BP_Stalker2Character with a custom keybind (here z).
Note : I wanted to take advantage of their IMC/IA but i don't seem to be able to bind an IA to an anim montage, which sucks. I think they don't even use enhanced input even ?
The keybind calls Play AnimMontage and sets a bool (bIsLowReady) to either true when the animation is playing and looping or false when z is pressed again (and animation is stopped).
As for the Anim Montage,
I've taken animations from the sprinting animation, I start the montage with the basic sprint animation and quickly loop a frame indefinitely. I apply the animation to defaultslot.upperbody (or something like that, SDK ain't opened right now). Applying the anim to the upper body is the way to go i think, as it seems it doesn't break any other animations (somehow !?)
And of course, the mod is incompatible with any other mod that overwrites BP_Stalker2Character
Yes you can patch PossibleItems. If you want to append an item, then you have to use a custom key name. Ie:
PossibleItems : struct.begin {bpatch}
My_Mod : struct.begin
ItemPrototypeSID = My_Item
struct.end
struct.end
If you want to override an item, then you have to use the actual index of the [*] (it starts with 0). Ie:
PossibleItems : struct.begin
[*] : struct.begin // <!-- index 0
ItemPrototypeSID = Bandage
struct.end
[*] : struct.begin // <!-- index 1
ItemPrototypeSID = Medkit
struct.end
struct.end
So overriding the medikit here, would be:
PossibleItems : struct.begin {bpatch}
[1] : struct.begin
ItemPrototypeSID = Another_item
struct.end
struct.end
Thanks for the details mate 🙂 Yeah that's what I figured out, after spending my whole day on it.
I'm not much into animation modding, so it was a good introduction/training. And it's actually quite cool to be able to manipulate sequences, create custom montages... It gives ideas for future mods
Now I have a good version, with quite reactive stances, nice transitions between lower <> upper and aim/fire detection
I believe you can convert the whole possible items business to an indexed array and just push an item in the end incrementing index. So new item would have arr.length index
If wildcard indexes were used
Not sure if I like named indexes, kidna breaks a convention. It was done with some purpose, right?
But yeah greatly appreciated! What about ranks and stuff? My mod users complain armors don’t drop anymore with 1.6 even though nothing has changed except for mod was rebuilt with cfg.bin
You mentioned previously there was a bug with ranks
Problem is, if another mod do just like you, and push a new incrented index, it will override the item you added. To avoid that, use a custom key name based on your mod name. This is a valid configuration, even GSC do it dometimes in the NPC itemgenerators
they do Head Body etc item keys, I thought those are reserved, because adding anything to a Head item generator crashes the game
I didn't say ranks were bugged, it was @undone sparrow . I did some tests, and ranks work fine. See discussion #╟⚒stalker2™-mods-making-discussion message
Or atleast used to pre1.6
I didn't try to append stuff in Head key, so I don't really know. Maybe it's reserved to specific items compatible with head slots only? GSC process the items given to NPCs in the background. If you gives them a weapon, they will use it. So maybe the NPC tried to wear your additional head item?
For possibleItems with custom my_mod key to append an item, I tested it with multiple mods adding their own custom key, and it works fine. I also use it on production with the sleeping bag mod, and there's no issue
Good to know
Thanks for the graph man 💪 it helped me filter out grenades/bolt/knife from valid WeaponInHands
Also mentioning @dreamy geyser
Hmmm... Worth to mention
The animation object names in the Editor Play are different from the actual game. So I ended up using a String Contains node instead 
Check this out, made it today https://github.com/joric/CUE4Parse.CLI/wiki
If I understand correctly this allows to extract game files like FModel would do, but in mass with a command line?
Damn, that's powerful!
Wait. That's a fork. I know that library. Or you changed something?
Thank you for the question. You have been a great audience.
fr tho, get component by class is really not optimal, you should try to think of another way of doing this (if possible of course)
tickticktick
I know, checking current mesh/animation is sub-optimal, but I'm not aware of any other solution (unless someone know one?)
This is only triggered when the user try to lower/upper the weapon, so it's not costly. Should be enough for the moment
And I refuse to pass via questnodes to get the current weapon, and then re-apply another camerashake BP via an effect etc...
This would split the script in 3 different logic/files, and that stuff is already pretty complex
Well you call that function only on player character and only when player triggered it. I checked what it does internally and it basically loops trough all components and check their classes. Returns the matched ones. So in your case, looking at up to 10 elements or so won't make any performance drop😅. Would be noticeable if you scaned the whole world for something because it has O(n) complexity which means the more elements the slower algorithm.
@spring coral what are those quest nodes? Never used them.
Yep, it's only triggered when the player trigger the lower/upper keybinds
Which one?
I mean in general. How to trigger it? And what will be triggered?some quest?
I mean you said you could get 'is weapon in hands' state via those nodes.
Here zoomed with some comments
Macro are like functions, they contain a code/logic that you repeat often. Instead of having them copy/paste everywhere. Your "Weapon In Hands" logic is in this macro
Check this cool video from rbwadle which explain macro and how to use it (it's very easy).
He has some BP mod, and starts to automate everything by replacing redundant parts with macro
https://www.youtube.com/watch?v=Su1ox3rmZNM&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW&index=5
In the graph screenshot I shared above, I should obviously put the "Play Anim Montage" in macro too, to make it less redundant. Like a Macro: "Apply Weapon Down", "Apply Weapon Up". So my general Blueprint is more readable. And if I want to make a change at a montage, I just change it once, then it's applied everywhere
Oh wait. I know about macros. Perhaps, my question was too ambiguous 😅
I mean you and Shay mentioned some nodes called Quest nodes
Never heard of those
Quest nodes are outside of traditional BP, they are translated into cfg files. They allow to script stuff in game too
For example, all quests in-game pass thru it. You'll find them in \GameLite\GameData\QuestNodePrototypes
A modder can spawn a custom quest for his mod, using a BP that execute a console command: XStartQuest My_Quest. Then the quest takes the relay and play its own script
Ahh. Clever 😀
You can do a lot of stuff in quest nodes. Execute console commands, apply Effect (radiation, hunger etc...). Also check for these effects. You can spawn AI
hwk, please make slav squat animation
its been in my head living rent free since i saw you zooming on your ass clip
And, you can also check the current weapon in hands with quest nodes (!)
yeah i told you that, wasnt sure on bp
but i see you go wild with bp
and it seems to be working
I know you can
@spring coral Thanks for the explanation
Things you cannot do in QuestNodes tho: Play Animation montage + listen to key input
oh yeah just catched up on quest nodes convo
lmk if u want info
i made 10 radiant quest types with it, and a bunch of other stuff
it has the power to spawn whole custom regions
Haha, nice
Things you can do in QuestNodes tho
Check for this file to see the Quest Nodes generator: /Game/GameLite/FPS_Game/UIRemaster/HUD/SystemNotification/VV_Quest.VV_Quest
you can actually do most of the stuff in there but it requires some finessing
also any quest saved is insta created in sdk folder
under questnodeproto and questproto folder
and u can copy them into live steam folder same location and it works
that way u can change the quest config on the fly without sdk
I use code only, for the moment. but it's stupidly absurd. Like a simple if(A === B) is like 30 lines of code
But it's powerful
Thanks. I will. Looks quite interesting to play with
Nice
Oh and the catch is:
- BP can spawn a quest (using console command), but it cannot get data from that quest
- Quest can spawn a BP by applying an effect on player with a custom empty camerashake (which includes a BP)
Yeah I saw that convo you had on a mod thread somewhere in the stalker discord, where you explained that. After manually writing all my questnodes, comparing ref in the quest tool with the game quests cfg for days... I was like _bruuuuh
_
ikr hha
some of the mods im testing now run on basic bp logic with quest config carrying the load
Sleeping bag is 100% questnodes
only BP is play lay down / get up anim
Now I'm used to write these stupid questnodes by hand. And it's nice to name your nodes as you want, comment the code etc... It makes things more readable
Compared to the code generated by the Quest Tool Pin_0 Pin_1
it can load bp too and use bridge nodes to talk with bp logic
you can also adjust global variables
and track them
Yeah about that bridge logic... I still didn't figure it out
it can also container logic
global variables are sick
and then timer on it to run at certain times
It's just too bad you can't pass a custom data from an effect > quest node. Like for the sleeping bag, I have 3 different flag effect:
is_shelter, is_building is_outside. And then in questnodes I had to replicate that with a stupid if(has_effect)/elseif(has_effect)/elseif(has_effect) to actually store that "location" in a global variable
Imagine being able to read global variables from BP... The dream
There's BP node called "get console variable", but it doesn't retrieve global variables 
you can try print
and then in hacky way use that value
im afk but i can take a look later on how i experimented with it
Custom UI wheel, 75% chance to get struck by lightning everytime it's opened!
Ignorant question here: why are there so few weapon/new gun mods? Is the mod kit just difficult to use when it comes to adding new weapons?
Let me... just... taunt this NPC with this... simple... manipulation 🥵
So the few that did show up at first people reused existing animations which users decided to berate the modder about. So I think that kind of put some of the modding community off in general.
At the same times you can't always reuse animations and those can take some real time to get setup. Along with getting models in and positioned correctly.
BTW, talking about radial wheel. Anyone know where is the Widget of the game radial menu (where you select weapon/flashlight/nightvision)? Or is it even a widget? I can't find any trace of it
Haha I never looked for it
I barely even think to use it haha
I think Oxide uses a custom one?
Could be wrong tho
Talking about weapons toolkit, check this crazy Stalker2 animation plugin for maya. Released last month. Made by TheShinyHaxorus
Mod on Nexus: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1588
Github repo: https://github.com/DCCStudios/STALKER2_ModdingTools
Same, but it could be useful for modders. I saw @polar perch having a custom one for his WIP (and insane) base building mod.
Any idea where is that original "radial menu/weapon selector" in game files Kyne?
@solemn hinge since you seem to like animations you should check this tool^
Why would get component by class be an issue? Wouldn’t it just loop through the components within the actor reference, and give you a list of the ones that match a filter?
I would think this would only be an issue if the list of components in an actor is really really long. The most I saw was like 40 for the stalker character in my testing,
BTW @fervent stratus, what tool do you use to debug/log your custom QuestNodes?
I personally use tutorial widgets. They can only show localized text, so I cannot write anything in them. Instead, I spawn them in different positions to represent different triggers in my quest nodes. But since they have only 4 positions, it means I can only debug 4 things at the same time 
For example here, the tutorial widget on the right means I enter the Zalissya hub trigger box, and the left means I leave it. It's so stupid, but it works 
Does anyone know If I need the zonekit sdk to use the ModWorldSubsystem?
yeah the thing is, in game development this is the kind of optimization you absolutely want to look for, because these add up like crazy. Using this node was purely and simply forbidden when I was working in a previous game dev studio
but i guess for a mod it’s fine and doesn’t really matter
I got caught up by old habits 🙄
Yeah I’ve seen this, but I don’t make anims and such at all and really don’t wanna bother haha
I don’t use the original one, just made a radial menu myself. For these kinds of systems Im making I try to touch vanillas stuff as less as possible to maximize mod compatibility. But I think the original’s name was something “selector”.
console command
Yes. You'll find a basic usage tutorial in this video by rbwadle: https://www.youtube.com/watch?v=lRO7aK70JdM
Roger that, thanks!
to expand on it:
We really need debug tools & logs. Hopefully some C++ coder will get fed up one day and release some logging tool 
XTestSysNotificationRemoveMoney
XTestSysNotificationRemoveItem
XTestSysNotificationInspectArtifact
XTestSysNotificationDiscoverRegion
XTestSysNotificationAddStash
XTestSysNotificationAddMoney
XTestSysNotificationAddItem
XTestSysNotificationAddAudilog
XTestSysNotification
XTestPDA
XTestJournalFinishQuest
XTestJournal
you can also generare an overlay on screen and use any texture
Yeah, so notifications to show triggers
jup
and use double notification for other steps idk say a true and false
true gives 1 ping
false 2
We're like hobbo modders compared to cyberpunk 
Imagine a Cyber Engine Tweaks tool for Stalker2... Holy shit
But cyberpunk is cursed now. Their nexus page is always: Girls and Cars 
Naturally
It's a meme at this point
It's the Carcinisation of modding
I was misremembering the term for everything turning into crabs and almost wrote carcinogenesis which is the process of cancer cells growing
Which is also weirdly applicable
haha
If you browse the nexus for any bethesda game you always gotta filter the adult shit
Fuckin coomers
Ah yeah, it's called ItemSelector! /Game/GameLite/FPS_Game/UIRemaster/View/ItemSelector/W_ItemSelectorSlot.W_ItemSelectorSlot
What do you mean cursed? People obviously want big fat assed girls and hot rides to impress said girls 
Can't get that irl after all 
Seems like an apt description to me
😆
:c
maybe I could run this by you guys. Anyone used Vortex? https://github.com/Nexus-Mods/Vortex/issues/18426
Nexus Username iamjoric Extension URL https://www.nexusmods.com/site/mods/1461 Game URL https://www.nexusmods.com/supraworld New features I have Vortex-ready mods uploaded and I have a game extensi...
@fervent stratus maybe you know how to support both ue4ss and bp mods in vortex. Why he says UE4SS is a blanket requirement. I was under impression that BP mods just run if placed in ~mods, no ue4ss needed.
With the addition of patch 1.6 and going forward GSC has made a ModWorldSubsystem, this essentially allows BP mod loading on a per mod basis as the ModWorldSubsystem is always initialized and spawned in when created. The utilization of this Blueprint allows for custom blueprint logic to be spawned in whether it be a simple static mesh or a blueprint handling logic. The basic principle of the ModWorldSubsystem is similar to how their BP loader hook works except it's native to the game now which removes the requirement of ue4ss and other blueprint loaders. So I find it kinda weird they say Vortex requires ue4ss as a blanket requirement for all UE5 games.
yo can anyone suggest how to fix this for npc meshes placed on to player?
"Compatible with OXA?" is the modding equivalent of "Grok is it true?"
Compatible with OXA?
Compatible with OXA?
Compatible with OXA?
I swear I just ignore those requests
I am not paid to do a QA for every fucking mod list permutation there is
If only we were. My answer is usually "test it and tell us" 
i'm an oldhead. I need a little help here regarding the zone kit and bpatching if anyone is familiar with it
more specifically. I'm updating an old mod of mine that increased the maximum and lowered the minimum distance required to initiate dialogue with an NPC, but the problem I'm having is that I have zero clue what Root I should use to designate. For example, if I was messing with sprint speed, I would use the Player node as the root node because that is where it's nested.
but for my mod, it's not nested within a text node, it's nested at the beginning of an array, and after doing it how I think it would work, it doesn't seem to take effect in game.
Can you show us the path of your patch file? Also are you sure this is the correct struct? [0] / empty doesn't seem revelant
this is the path of the patch file in VS Code.
I did the patch as a tutorial talked about, is this in the wrong place?
though my value is different so I don't know what to mark as the root.
that's the problem. I'm not sure what to list there, because in the actual ObjPrototypes.cfg, there is no node to denote, I just don't see anything there, so I assumed [0] : struct.begin would be the Root.
the values I'm changing are MinDialogInteractDistance and MaxDialogInteractDistance
[0] is a perfectly fine node name. Though I’d recommend to do a refkey / refurl and use SID=empty instead of [0]
So it’s:
MyEmpty : struct.begin {refkey=empty; refurl=../ObjPrototypes.cfg }
your overrides
struct.end
But also, if Player object extends root node empty, then bpatching Player with your overrides would work
I thought bpatch is meant to mitigate the need to use refkey and refurl?
No more of that boring windmill meet the new Crackling Wheel Anomaly, non threatening in its first iteration, comes with its own custom panning audio
bpatch lets you edit individual variables/sections which mitigates having to override entire cfgs. Refurl/refkey are still important and usable depending what you need to do.
The whole question is, how the [0] you're trying to patch is used by the game, and how you check you change actually takes effect.
NPCBase inherits from it, and later other type of NPCs. Traders inherit from it, but override with their own MaxDialogDistance in GameLite/GameData/ObjPrototypes/QuestObjPrototypes.cfg
So if you test your change on a trader... It makes sense it won't have any effect
if you want to change that distance for traders, well you'll have to {bpatch} these entries
its not on a trader, but thanks for the headsup about that, i'm just confused why it worked long ago when the game came out though?
Man, it's almost 2026, here we only speak UE5 
shesh mb I'm dyslexic asf this is stalker 2
No prob mate, we're all tired times to times. Good luck with that blender 
Man the sdk being 700gb is brutal 
My poor internet struggling to download it, started yesterday evening and when i get home from work today I just know it won't be finished yet
That's true... you also need at least 32 GB to open World Map, unfortunately I only have 16
Ram?
Yes
Ah no problem, I've got 64 :)
Does anyone have patch 1.6's GameData extracted anywhere?
About to see about updating all of the mods I was running last year
Have you tried looking on nexus?
Yeah, I've found a few that have been kept updated that can replace what I'd made. I think I'm about set to reinstall the game. Excited to try the new patch. Haven't played since January.
Looking for a durability mod at the moment, but don't seem to be any that were kept updated
There's an upload on the nexus, made by one of the people here
You might wanna review some patchnotes to see what is and isn't necessary anymore
Hello! I'm interested in the question about unlimited infinity, how can I change the price of repairs? I tried mods, it doesn't help
Good mod, but need repair prise, and stamina cost
You wanna make it yourself? You'll need:
This tutorial video: https://www.youtube.com/watch?v=Es8nU5zBpzU
This pak/unpak tool: https://www.nexusmods.com/stalker2heartofchornobyl/mods/374
Then find a "repair price mod", unpak it and make your own
What the fuck are you talking about son?
https://www.moddb.com/mods/stalker-anomaly/addons/closer-svarog
Is anyone using it? I tried to install it, but it doesn't work for me. I wish the detector was closer.
brother wrong chat :)
Owww I see
Good job on the release of campfires & hub saves @fervent stratus 💪
thx man!
it uses quest configs and blueprint combined btw, if you want i can show it, its quite easy if u dont count for the unexpected compatiblity issue that it doesnt work with some mods specifically ones that alter stalker2character 
atleast thats what i think is the issue, still collecting reports
What's the issue with stalker2character? You modify it?
i updated my stalker 2 mods but my game crashes on loading the save file
how do i check logs to see whats crashing it?
Do you have UE4ss installed?
Any Steam Workshop mods subscribed?
no, nexus mods only
there is no crash log i can check to see what is conflicting?
Easiest way to debug mods breaking the game:
- Move all your mods outside of the Stalker2 folder. For example in: C:/mods_backups/
- Confirm the game launch & is stable without mods
- Re-add your mods one-by-one
- Each time you re-add a mod, confirm the game launch & is stable
- Continue the process until you find the culprit
This is a good troubleshooting list for sure
You didn't use ModWorldSubSystem you sneaky sneaky? 
Are we able to rig custom first person outfits yet?
Is that what you're looking for? it has been release last month:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/1588
Not entirely sure, I really just want to be able to change the players arms/viewmodel
So , you wanna just change fp arms model or what?
Yeah for the most part, plus iirc the torso/legs are visible as well
i did but it wouldnt get the stalker 2 character if another mod modified it so had to change the blueprint stuff
I had the same issue with gestures I believe. I was first using Get Actor of Class > BP_Stalker2Character which didn't work with custom mods Stalker2Character. Had to switch to Get Player Character to get it dynamically
jup was the fix indeed, had it in savee part of campfires but not heeal/relax so thats why those didnt work 
took almost two days to download the SDK lmao
does it always just take aeons to load into the software 
The first load is longer as it preinstall a lot of stuff. Also phase2 is faster at launch, it used to load all assets/references every time you opened it in phase 1. But at least "Reference viewer" worked back then 
What's your setup, you said you got 64GB ram earlier?
I9 13900K
64gb ram
RTX 3080 10GB
the SDK itself is installed on a samsung evo 870
yeah the first load took literal ages, second load now was considerably faster but still took a while
looking through the game files and some of the names for things are pretty silly 
I have found the map and am now trying out loading some of it 
13900K here too. This thing is such a beast 
fuckin lmao
Check the rbwadle video video about maps, he explain how to load map specific regions. Or prefab test map to quickly test gameplay stuff
https://www.youtube.com/watch?v=LolsMH73Yug

got the playlist bookmarked will go through it, just fucking around on my own for now seeing what I can find
I've personally put the two maps as favorite with custom color, to quickly access them from the content browser 😉
So you don't "search" for them every single time
oh lord 
Wait for it, when you'll close the SDK, it will stay at 30GB ram usage (I believe there's some memory leak issue or something with SDK)
good to know
But I can still play the game at 4K + have the SDK opened with that damn 13900k
this shit is crazy

Check the video, it's important. The trick is to load only "specific part of the map" that you select. I don't think you can load everything at once, at least I've never tried
oh I'm just loading the lesser zone
It's too much
This guy
we CHUGGING along
When you say "it loaded", you mean it "loaded the region of selection"? You didn't click on play in editor yet? 
I think the sdk froze
time to leave and come back in 10 minutes
after coming back it was in the pause menu of the game lol, hit continue now
we in
didn't happen to me but tbf the sdk crashed 
It's fine if you load one of the basic test maps then it stays around 2-5 gbs
if you want a real benchmark load all of Rostok and then set Show Collision
ffs I literally just took a shower in the time it took load up the SDK 
Took a shower
You may have to whitelist the sdk directory in Microsoft Defender.
It can cause problems where it'll try to scan all the files when the application is started
will do
cant wait for a remove folliage mod, folliage and bushes takes 90% of the FPS
since now people can edit the map, i just dont do myself cuz i dont have 700gb of storage to donwload the UE5 kit
you wanna do that? I can help you with that right now.
in the console type fg.DensityScale.bushes 0 this will remove generated bushes
fg.DensityScale.Trees 0 will remove trees
fg.DensityScale.Grass 0 will remove the grass, you can bounce around between these up to 5 I believe and get it just right, I'd recommend putting this in a Engine.ini in your user folder where your saves are so it's always loaded, but the console will help you see what you like.. I also recommend not removing all of them as the world is VERY barren lol.
Some useful BP functions I found today playing around:
Get specific item count in player inventory
This will log in error logs: Medikits: 2
Following the same pattern (Cast Player Pawn to Obj), we can also get the Player HP
Of course we cannot just retrieve all items in inventory like that, there's only "get items count in inventory". Otherwise it would be too easy 
So this could essentially be used for scripting dialogue interactions that require a certain item / amount of items?
You can already do that with QuestNodes
Ah alright :)
That's how dialogue interactions and quests work. Quest nodes are very powerful
You can do a LOT of more stuff in QuestNodes. Check if weapon in hands, do something when player get an item, get player HP, stamina, money etc...
BP is useful as it can be triggered on key press/on player sprint etc... play animation, show custom HUD UI etc... Which QuestNodes can't
which is why my campfire mod uses BPxQuestNodes
the bp does the distance logic and the questnode does the campfire one
Nice, thanks for the infos :)
wow thanks, yea i think maybe 0 is too much, there is a way to remove grass density or quantity ? without having a minecraft flat world
or i can just play with the values
Most are defaulted to 1, but I would say mess with the values
thanks Flic
yep, you need uetools, which is as of yesterday wasn't updated yet
Simple modloader works
weird, still have all the trees in all distances
here my engine.ini
[SystemSettings]
fg.DensityScale.Trees 0
ah nvm, miss type
yep, still no changes
i did in the engine.ini no changes at all
why my Engine.ini is not working ?
is it possible to edit pre-existing materials?
Like for guns?
and do the options in the "switch" section of the material instances actually work or not?
I've been playing around with those and haven't found success translating it into the actual game
like do any of these options actually work?
@crisp bolt There are issues editing materials currently right?
That would explain it haha
I can also imagine that I'm just not doin it right but who knows 
I did notice that there seems to be a type error in one of the root material blueprints, specifically if you want to use the rusty switch
Got it all to render properly in the editor just never actually in the game
Yeah there are some things that don't like to cook properly. I just don't recall all of them at the moment.
Yeah it’s fun test out ideas
Have you tried to also checkout/pak the weapon that actually use/point to that material? Sometimes the game won't load your modification because it load base game parent file which point to other game files, instead of your mod. This is especially true for HUD stuff for example
Usually you should be able to see which parent file use your "modified asset", using "Right Click > Reference viewer" on your asset. But this is fucked since Phase 2 and now only rarely works 
Yeah, i checked out the actual weapon itself and was pointing to my own custom materials, but maybe I missed something
I'll try some more things tomorrow, for right now i need to catch some Zs
Also have you checked that your material is not referenced somewhere in the cfg files? Launch a search in all cfg files with your material name just to be sure
Maybe the cfg files still point to the original game file
Shall check, thanks for the tips
i guess vsync is at engine level? i was wondering if a mpd could be made to fix it
*mod
There is a bug with it and firepits
Background: I have zero modding experience, but am interested in learning how. That said, if a modder already created a lowering-stance mod (https://www.nexusmods.com/stalker2heartofchornobyl/mods/1669?tab=description) how difficult would it be to replace the 'holster' animations with the animations used in that mod? Goal would be to have an actual 'holstering' action that would not lead to NPC aggression, but keeps the gun lowered, not completely put away. Feel free to shame me for asking this.
Yes
i removed the folliage, grass, bushes etc... but the trees still have colision even if i removed the visual, any way to fix that ? i dont want trees
Aww damn, good to know tho
Hey! It's never a shame to ask 
Actually, the author of this mod is on this discord. I am also the author of a similar mod "Gestures/Weapon Stances" you can find on nexus, so here's what I can tell you:
- The game treat very differently a gun that is equipped or unequipped
- The current lower/upper stance we got are animations applied to gun handling (like reload, sprint animations etc...)
- I don't think it's possible to achieve what you want to do with our current modding scripting capabilities
- It might be possible with many hacks here and there (editing anim blueprints/poses)
- I don't think it's worth the price in the end, especially since you're a beginner you'll spend dozen (hundreds) hours and your sanity too
- If you wanna start modding Stalker2, I would recommend to start with small mods and gain experience over time (achieving goals = maintaining sanity)
Some notes about your request and """immersion""":
- Holstered weapon =/= carrying gun in hands
- Even in the USA, in states like Texas which has open carry laws, the gun should be holstered (on the shoulder or in the back)
- Carrying weapon in hands is considered as menacing (and rightly so)
- Weapon in hands with "lower stance" is the usual way to handle a rifle. You're not Hipfire 100% of time IRL
- So lower stance = carrying gun and being ready to engage. If an NPC ask you to put the gun away, then it means what it means
Note²: Here is an excellent Youtube tutorials playlist by rbwadle which will tell you everything you need know to start modding stalker2:
https://www.youtube.com/watch?v=K8vEX30bnmQ&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW
Would be neat if the guns actually had slings
Thanks for the reply and the breakdown! I figured the modder was on here, but the description seemed like it wasn't a long term thing they were working on and this was a way to get my feet wet without publishing something widespread. Best case (if it worked), I'd reach out to them and see if they wanted to just upload what I did on their page as an alternate file.
Your breakdown is really helpful and I'll check out the video. Took me 3 hours last night to download the Zone Kit so I didn't even get a chance to look at some of the stuff. May still try it out and see what the process is like.
Regarding the immersion aspect, I get what you mean about holstering IRL. I've had to undertake CCW courses and fully understand the brandishing aspect of the law. I just find it odd that random groups of Stalkers can roll into a camp with their weapons lowered and no one cares, but for Skif he HAS to fully holster and put his weapons away when he walks into / approaches an encampment. I get that some of the guys chilling around a city don't have any weapons out, but fully holstering in this universe for ONLY the player character just seems odd.
On a related note, your Gesters/Weapon Stances mod does similar to what I'm looking for so not only did you answer my question but you probably saved me hundreds of hours lol.
Damn 3h for the download is fast af
Gigabit, baby
It took me 2.5d
- Damn you, GSC, for making it one full sized 472GB file.
- Thank you, GSC, for giving us so much access

Regarding your immersion thing, i think it would be cool to have the npc stalkers also fully put their guns away inside the locations just like skif is asked to
Honestly, that would work too.
The guys in bars usually don't have their guns out, which is totally normal
Just depends on what can or can't be done with the sdk, and frankly no clue 😆
But the rando shouting, "LOWER YOUR WEAPON!"
Skif: SIR, MY WEAPON IS CLEARLY LOWERED WITH THIS MOD
I know the NPC's don't register the same, but it's a little funny/quirky.
Is it possible to change animations speed of NPCs?
I would imagine probably
The idea is to slow down the NPCs' wound animations, and the reload speed of pump-action shotguns is unnecessarily speeded up for NPCs.
Hmm, just started back modding this again, and just started the game, but my saves are bugged. Haven't been able to do a manual save since the beginning of the game.
Removed SavingCampFires mod and saves are working again.
i want to remove colision with trees 🙁
You'd likely have to edit the Niagra system or setup a blueprint in the sdk to disable collision on trees.
Yeah, I realized that when I was laying in bed last night, trying to go to sleep. It doesn't even let you save when you're at a bed.
Well then if you don't like it either don't use it or make a mod for what you want yourself :)
No one is forcing you to use the mod
What I thought I had installed was the hub version that also has campfire saves now that I'm thinking about it.
Oh no, it's the day of BattleSlop 6
Twitch spam inbound
Buy this cool new BF experience and enjoy them ignoring mp for BR skin money!!! Buy Now!!!!!
Whats the probablity of a Anomaly type mode for Stalker 2? I already have an Idea for "Time period" (basically just set it before Stalker 2 takes place so Noontide can be around and also have Monolith remanants in Pripyat). Or maybe less anomaly and more so like a Call or Chernoybl deal, since Anomaly added more features to CoC and I more so just want a Stalker 2 with my own custom character/lore.
Alternatively, is one being made and how can I help make it?
(or just like how do i start making this, I'd genuinely do that as a solo project if I really had to)
Currently very unlikely. The source for S2 isn't public(Probably never will be) and the sdk is still being developed along side significant patches for the game itself.
I see, so any kind of anomaly wouldn't actually come off Stalker 2 but would probably build off of it with VERY major differences/custom work since the resources that are needed to build it dont exist to us. Well that basically shuts down all my hope. Hopefully GSC releases a fuller SDK soon or maybe within the year, atleast I can try my hand at modding with it, also hope they somehow make it smaller becauseI dont have space for it and STALKER 2 thanks to my 2nd HDD dying out randomly for no clear reason, probably just end of life but Im now stuck on 1TB till have the money to get a new one.
Yes they are aware of the size being and issue and are working on solutions for that. Hopefully in the near future.
They did put out a roadmap for sdk not to long go.
Should be some quest and audio tools coming
oh really, I havent seen it.
YES
Let me see if I can find it
quest tools would be like the one thing I actually want, more side content would be perfect for me since late game lacked it so.
Stalkers!We know it took more time than you expected, but we are finally here to present the Game Update List for the rest of 2025 (Q3 and Q4), which includes updates to both S.T.A.L.K.E.R. 2: Hear...
Thank you, will glance over it later.
You're welcome. They're also working on an engine upgrade from 5.1 to 5.5.4. Which will be a big change for mod development and performance
anyway, I will see how plausible making my own "CoC" would be (Just basic faction choice and side content stuff) but I wont lie, its probably impossible (as in 10+ years worth of stuff alone, maybe even with a group) till a fuller SDK that allows such a thing releases. Unless GSC makes there own <wink Wink nudge nudge>
I can say they are busy making stuff
The future is looking good for modding and the game too. Just going to be a bit of time.
I honestly think (kinda of topic) a 2030 or maybe a 2027 release would have been better. They wouldnt need to add thing sthat should havebeen there at launch (like a Mosin or NVGs, things expected of the game). those extra years could have meant rolling out DLC over the coures of the year (maybe every 3-4 months) and GSC getting a steady flow cash to bankroll another game. IDK thats just me though and I dont answet to shareholders or have to flee my country thanks to a war. blessing to GSC, they made my game of the year and me wanting more from it is good.
Yeah I think it was just a financial issue that they needed to release before it was fully finished.
Microsoft might have had some contract pressures on them too
definatel, which is honestly the sad part. Imagine if GSC didnt need the money, imagine it was like a Silksong situation of they have so much money they dont need to release it till its truly done. Thats the perfect Stalker 2 right there. In fact, I'll make a timemachine just to make that happen honestly.
dont play with me bro, I will make an Alpha artifact appear in your Kitchen. Anyway, if there ever is a "Stalker 2 Call of the Heart" (CoC for Stalker 2), let me know I will 100% jump in it to help even if its just writing random snippets of text for tips and shit.
I'm sure there will be some bigger projects in the future
I wan't much into UE5 until Stalker2. What's the major diff for mod dev from UE 5.1 > 5.5?
I don't see them change their quest tools, blueprints, animBP and custom cfg
Niagara system should work better. 5.1 had a lot of unfinished experimental features
Oh so you mean improvements
Yeah
Ah yeah cool
We basically won’t be fighting to use workarounds for features that are now complete and baked in
Yeah modding future for this game looks really promising
Probably help the sdk development to be more stable less error prone too
Is it possible with the SDK to change the hud behaviour, like what hud elements are hidden by the game settings?
Been working on a Stalker2 modding handbook lately, where I share my discoveries: https://stalker2.dev/
It has some useful Blueprints screenshots, Quest scripts like "Execute console command on item use", "play animation on key press" etc...
Hopefully this will help modders to get new things done 👌
I also consider to put all my mods as open source and share them there. There's no reason to keep our mods source code secret.
More knowledge = more mods = more fun
hell yeah man
neat, I can change hud opacity per button press now, just gotta play around with it more to see if I can do it for a specific sub-element of the HUD
Lessgo!!; shameless plug as usual: https://github.com/sdwvit/MasterMod
Latest addition: I added a quest which turns almost all quest items to non-essential so you can drop/sell/store them. Helpful for concrete plant recurring quests which are bugged and gsc really needs to fix them
oh no nodejs uurrrggh
i really dig golang these days, not that it's helpful for any game clients/sdks
weakly typed dynamic langs are the devil tho and js is the arch devil
so yeah i'd take rust over js
im using typescript tho
you can do unsafe in rust so hmm it's up to you to write shitty code
Hello guys. Does anyone know what exactly means minspawn/maxspawnchance couple in structure like this?
Weight means: Only one of these items can appear. Here is the formula to calculate the probability for each item to appear:
(Item Weight / Total Weight) * 100
So here, for the item A939E it is: (2 / 8) * 100 = 25% chance
Since all items have the same weight (2), all of them have 25% to appear
I'm interested, is there any mod regarding aiming side sight? Side-aiming.
i understand about weight. Question was about working Minspawnchance = 0.f and maxspawnchance = 1.f
and why did they add "f" letter?
I don't know precisely the technical term for the 1.f . It's a hex-like round up, you can replace it with 1.0 or 0.0 it's the same, and it will work. Some cfg files use it, but it's not mandatory to use .f suffix.
Regarding the MinSpawnChance, it looks like you're in the Smart Loot logic files, as I can see MainWeaponAmmoCount. Smart Loot is a system that will spawn ammo/items based on the number of ammo/items the player has in its inventory. So the game can always make sure the player has sufficient loot. It's stupid IMO
0.5f = 0.5
1.0f = 1.0
1.f = 1.0
0.f = 0.0
i noticed that such itemgenerators are in stashprototypes.cfg and works at spawn of object (box, backpack and other)
Yep, that's where the Smart Loot system is
most stashes spawns at start of game, So why they check my inventory at start of game &?&%?? 💩
It screw balance of items if you want to fine tune stash items, as it is injected in addition to classic stash items. You should nuke it if you want to make a proper items balance mod
Stash items are generated at the moment you open the said stash. That's how you can debug your mod custom item generator:
Find a stash you never opened. Save the game in front of it. Make your item generator change. Load your game, open the stash you'll see your result.
Each time you make a modification to your item generator and test it, re-load the same save. Because once you opened that stash, its content is saved in your "playthrough"
See this discussion where I give more details: #╟⚒stalker2™-mods-making-discussion message
I made serious research of stashes and checked itemgenerators. Most of generators adds items at first open of stash and writen in "ItemGeneratorSettings : " section of stash object file or via quest logic file by function SetItemGenerator.. But, string of stash object file "StashPrototypeSID = ..." works at spawn of object only
and any generator from StashPrototypes.cfg can be called from this string only
I made experiments with stash object 8D1DE42A40244FC34FC670A6557332D0 which is on red castle. I was editing file and itemgenerators from that file and met so messy working of it
its became possible because object spawns by starting quest. I typing in console xstartquest E15_MQ03 , and its spawning 🙂
Yeah sorry it wasn't clear, I was talking about the item generator itself. Stash "type" assignation which are in \SpawnActorPrototypes\WorldMap_WP are done once the game is started (everything in that folder is basically).
If i edit 1 or 1.f insted 0.f on all minspawnchance strings, it gives ammo well. but if not, spawning ammo is very big problem. Also I found connection between MainWeaponAmmoCount and Minspawnchance. If i increase this param, chance of spawn increases too
To debug and fine tune your stash items I would rather recommend to focus on the item generator itself, so you don't have to start a new game every single time. Once you got your balance, assign the stash from the WorldMap_WP if you need to, and you're done
I played with the Smart Loot system, but I had inconsistent results. I didn't want to bother more, as the design itself is pointless IMO. I personally just overwrite these generators to empty to get rid of it. I can't really give more help here
But if you make some discoveries, feel free to share!
So, I think the last question about stashes left. What connection between params Minspawnchance maxspawnchance and MainWeaponAmmoCount? But i'm agree this is pointless) So i can consider stashes with these generators just empty 😆
My guess is MainWeaponAmmoCount is the param that says "If Player has less than this amount of ammo on his main weapon > gives him the ammo"
Or increase the chance to spawn the less the player have compared to that MainWeaponAmmoCount
a checked many ways to understand MainWeaponAmmoCount but it seems waste of time...
no one opinion doesnt approved, even yours one
sorry for my english)
I figured out this problem)
i made test series and what i've got:
For example if params are
MainWeaponAmmoCount = 10
Minspawnchance = 0.f
Maxspawnchance = 1.f
then, if i have 10 ammo , generator gives ammo between MinCount and MaxCount params with probability 0.5;
If i have 20 ammo (2*MainWeaponAmmoCount), no any chance to get ammo from generator;
If I have no this ammo, I always get ammo from gen.
looks like simple linear function but Im not sure
In other words, if 0 ammo - probability 100%, if ammo = MainWeaponAmmoCount - 50%, if ammo = 2 x MainWeaponAmmoCount , probability: 0%
however, should take to account that such gens has different params for first, second weapon and pistol working separately
Finally i have full information about stashes, Thanks God :))
Even that one in Malachite which was encrypted many times )
Interesting discoveries 
Please who can help me import a model into the game
which model you need to replace?
where cigarettes
If you know any coding, can you do a pseudocode on how it works?
In gamma, this is stalker 2 tho
Check this video, you'll find everything you want:
https://www.youtube.com/watch?v=LolsMH73Yug&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW&index=8
I know
Does anyone know how the game defines the "empty hands" function? It looks like it may be in the CharacterWeaponSettingsProtototypes.cfg file as "unequipped" but the SocketName for that is "jnt_b_spine_bag" which seems weird af. I've also seen "handless' or 'unarmed' in the SDK. Alternatively, where the game sets the parameters for people in encampments who see the player as an enemy if you don't 'empty hands' your weapon.
Just so you know, we don't have access to all scripts for the moment, which are most likely hidden in C++ code. So we don't know where the game defines that.
You can look for AnimBP in the SDK, you'll see logic related to animations, maybe you'll find something useful. Otherwise, I saw some dialogs related in Equipment in hands, but only few of them, so I don't think that's what handle the whole logic. Look for EQuestConditionType::EquipmentInHands in QuestNodePrototypes and DialogPrototypes
Im not a coder. My max level is cfg 😆
mb function in some dialogs "DialogEventType = EDialogEventType::Interact_HideWeapon" can help you
You'll also find some interesting stuff in ObjPrototypes.cfg
HideWeaponWarning : struct.begin
RequiredThreatAction = EThreatActionType::TurnHead
RequiredCombatAction = EThreatActionType::SearchEnemy
DetectionDistance = 500
FollowDistance = 1000
BarkDelay = 10
CalmDownTime = 5
IgnoreAfterCombatTime = 30
WarningAttemptsBeforeAlert = 3
struct.end
Search for hideweapon in all game files, there's other AI stuff related to it
Thank you, @undone sparrow and @spring coral!
A revolver 🔫
Oh I don't have any knowledge about porting anything that why am I looking for someone to help I don't mind paying for commission
Then just say it, don't beat around the bush with a "help me blabla" 
I would suggest:
Someone interested for a job with commission to import a gun model in Stalker2? PM open
Don't be shy. It's always better to be precise
Ok
Hey, Hwk; can you remake GAMMA but for S.T.A.L.K.E.R. 2? I'll pay commission. kthx.
I think that Grok guy may know a thing or two about how to do it.
On a serious note, thanks, again, for the hideweapon feature; going down some deep rabbit holes with it
You robbing a bunch of gold bars to buy the source from GSC first? 
Nah, my uncle works for GSC. You probably don't know him cause he works at another facility. He told me they're going to stop work on S2 in a few weeks and start on S3. When that happens, they'll give me the code.
I really wonder what adding a new "weapon" entails, I've been brainstorming having a smoke grenade, since there's the one in one of the first cut scenes of the game.
So the mesh for the grenade and effect exists, but the rest, no clue
The real issue is we can't add to the existing enumerators for weapons/ammo/grenades. So basically adding some hacky logic and then all the Niagara effects along with collision.
Probably more doable than trying to add something that does damage.
Could potentially duplicate the process they do for the grenades would have to remove the damage curves and concussion effects, but you could essentially make a "new" grenade that uses the NS_SmokeGrenade_Explo ExplosionNiagaraSystemVFX = NiagaraSystem'/Game/_Stalker_2/VFX/Explosions/Niagara/NS_SmokeGrenade_Explo'
Learn how to set up dynamic NPC routines in Unreal Engine 5 based on the time of day. This step-by-step tutorial covers blueprint-free implementation, using UE5’s mannequin, day–night cycle triggers, and time-of-day switches to create realistic AI schedules. Perfect for game developers and environment artists!
0- 0:30 showcase
0:30 - 1:40 ...
By adding to the existing enumerators, could you be a little more specific for me, I'm quite new to all this ^^
I was just wondering because there's those mods that add new weapons, i take it they did it the "hacky logic" kind of way?
Yeah that's what I was thinking, i was looking through the cutscene saw the skel_mesh and all the associated files and figured it ought to be possible with those
Even found the corresponding soundfiles for the smoke in the files for the cutscene.
Now I'm just humbled by trying to figure out how I can make it so you can get the grenade ingame 
Any tutorials for the item generation anyone can recommend?
Hardcoded constants
ah, I see
Yeah before finding that out, I was hoping to create some anomaly ammo, grenades. Though it would be fun to put some rare utility type stuff out in the zone. Maybe someday.
Guess I could try just replacing the F1 with the smoke grenade assets and see what happens
molotov
Yeah some of those crash the game. I don't think they're implemented. Maybe for cutscenes?
Could be?
One thing I was wondering whilst I was doing the smoke grenade stuff, would it even affect AI vision 
I've no clue how their system for ai detection wirks
Yeah I'm not 100% on that either. Only thing I can think to try is collision and see if one of the channels or profiles works. Other thing that might work is the gravity anomalies seem to block their vision so checking into them might have the solution.
trying to just replace the F1 with the smoke grenade and for some reason the animations just don't work anymore 
and despite replacing the inventory textures and everything they are also missing, man what even am I doing 
at least the model in the worldspace looks correct...
Yeah there's some issues with editing materials and some of the niagara effects that don't cook properly. So it might not be that you're doing anything wrong.
I tried to add gpu or cpu collision to the blood sqib effect when the npcs get shot so I could get it to puddle on the ground. Looked fine in sdk, but kills the niagara system in game.
Hey everyone, new to this whole Stalker 2 modding thing. I've been trying to add custom attachments/models and have been able to get the model to load in-game, but it's not staying aligned in first-person for animations, though third-person and the world model seem to be just fine. Is there something I need to edit to keep it where I want it?
Maybe some sort of offset in the config files or something? I've looked everywhere I can think of and I'm out of ideas
ironically if I only replace the effects of the grenade and not the mesh the animations work again, but it seems as you called the smoke effect doesn't work as seen in the cutscene, it doesn't spawn at all.
at least it does play the proper sound tho
it really does just not want to have the smoke grenade model.
Even if I do a one to one replacement of the F1 files
oh well, this was a fun exercise either way
Messing with this stuff is pretty fun and you learn some things. The sdk is still having some issues cooking certain things, but I'm sure it will get better. Hopefully they come up with a way we can include custom ammo/grenades and some other wishlist items haha
we lack 3d modellers so much, thank you for joining
We don't have an rpg character skill mod yet right?
no
I mean, there's nothing like that yet
https://docs.google.com/spreadsheets/d/1zPo5dUWFiC_KAoHFDDzHtBG-uv3key6Qr1AHhukla_k/edit?gid=0#gid=0 if anyone interested
Very interesting conversation about that smoke grenade research 💪
Just found out you can use XRegenerateItemsInStashes console command to regenerate stash items, without have to load a save in front of a stash you never opened 
This will help a lot when fine tuning ItemGenerators
Nice haha
I guess one thing I could still try is seeing if the molotov grenade type does anything at all or if it's broken as woolgather mentioned.
@hazy ivy Hey oxide, apologies for the ping, I was curious how you went about the model swaps for your guns.
Add new mesh, redirect weapon config to use new mesh
Static mesh section of weapongeneralsetupprototypes
There's also the world mesh (the one that's visible when the weapon is dropped)
Think thats weaponprototypes
Okay thanks for the info, maybe there's somewhere else that needs the mesh for the grenade changed.
I'll keep searching
Grenade?
I think they're handled as ammo or projectiles or something
Look at projectileprototypes, might be in there
Or is it ammoprototypes
I'll have to see if I missed something in those when i get back from work.
I changed stuff in the following ones, though i don't 100% remember the names:
MeshPrototypes
ExplosionPrototypes
GrenadePrototypes (was in the ItemPrototypes folder, not 100% on the name)
just confirmed yeah it's just mentioned in those and the item generators
it's so infurating 
why does it just NOT play any animations when the mesh is swapped
okay I've gotten closer?
I haven't noticed that the grenade just floats at my feet if I try to equip it
but now i'm even more confused
3d is fucking hard dude, I can't wrap my head around all these joints , materials, animations bps stuff
Fr 😆
I'm not an animation wizard either, but from what I've seen when I played with, it might have something to do with sockets and bones not being the same. So the animation doesn't know where "the hand should be connected" etc...
@dreamy geyser is the creator of the glow stick mod, and he played with throw animation IIRC. He might have some tips
probably is the case yes, I was comparing the skeleton to the one of the actual F1 grenade and noticed two bones that were missing from the smoke grenade
"jnt_l_hand"
"jnt_r_hand"
I've now added those manually through blender and seeing if that's changed the behaviour
Also check this video from @polar perch you might find some useful infos:
Adding new device + animation: https://www.youtube.com/watch?v=YfiowSxZn6E
Yeah, that video of Kyne's may help. Didn't help in my case tho. I tried to swap meshes on the fly in a hacky way without editing any cfg. The problem occurs when those meshes have different materials. The engine's optimization (that's my guess) keeps using the old one. Of course, how the heck would it know that it needs a new material at runtime? If I try to change the material at runtime, a visual bug appears. The item in the hand looks like it's behind the hand, and changing its position doesn't help. Using different approaches, I managed to make it work in the editor, but it still doesn't work in the game.
I'd start with that video. Perhaps that's what you need.
thanks for all the info, i'll have a look at it
I've got time to take a look if you wanna send me some stuff
that would be awesome, because for all I know I'm doing something really obvious wrong maybe ^^
can I dm you the files?
yea go ahead!
Hey, I've been trying to make a model replacer for a gun by replacing the jnt_offset in the config files with a new model, but the new model never stays aligned during animations like sprinting and reloading. It's aligned correctly in Blender, been exporting/importing as FBX, keeping it as a static model in the Zone Kit, and reusing base-game animations, but I can't seem to figure out why it won't stay in the right spot
I've looked everywhere and tried everything I can think of and I just can't seem to figure it out
What the fuck
Thanks for the report?
Question for anyone, what file type are the weapon models, and is it viable to import anything from gamma over?
Right now the file used to export/import models is *.fbx as far as I know
You'll find all info on how to export/import *.fbx from ZoneKit SDK <> Blender and edit them with this tutorial video:
https://www.youtube.com/watch?v=LolsMH73Yug&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW&index=8
Could you convert the models used in anomaly to that format? I guess if both can get in blender I don’t see why not. Thank you.
You will need to ask on legacy Stalker channels, they will probably know more about Stalker models.
But in theory yeah, if they can be imported in blender, then you should be able to export them to *.fbx too
I think a lot of the gamma weapons are ripped from tarkov which uses Unity, but I have no idea what xray uses lol
Could still be fbx.
there's no point in porting the gamma models if you can't find the original textures
and xray uses .ogf format which can be imported in blender using an addon
So what's this?
oh was drunk and posted a burntpeanut gif in the wrong place
happens to the best of us

what mod controls meds like yudilin. i have got the oxa localization folders and them only but im still getting no names or descriptions on meds and locked pdas?
If you have multiple mods with localization, then you'll have to merge their localization, otherwise you'll end up with names & descriptions missing as you describe it.
You can use this tool to do that: https://www.nexusmods.com/stalker2heartofchornobyl/mods/540
still waiting for a character rpg mod 🙁
then make one
i never myself into making mods
welp. the tool kit is accessible to everyone not australians and this channel has some pretty good tips and tutorials.
yeaahh. it's pretty big which is why i had to uninstall.
got my project on the back burner till i get another SSD.
Not available in Australia
Typical aussie - cbf lol
If the alife stuff ever comes to the toolkit, will def give that a crack though
Can you tell me a mod, I need all the chests to be connected, I put it in one chest and took it from another, I remember there was a mod like this before, but I can't find it now.
Aren't player chests already connected with each other by default?
Is there Weapon Inspection mod in stalker 2? thanks
Try this tool: https://www.nexusmods.com/stalker2heartofchornobyl/mods/540
Not sure if that's possible, but it's the best Stalker2 localization tool available right now
By inspection you mean 3d model viewer? Try Fmodel: https://fmodel.app
yeah thatt helps for merging the JSONS into one pak
but i was trying to unpak something
not really for modding stalker but how do the npcs navigate in stalker?
at least for stalker anomaly
do the maps have navmeshes?
you probably wanna ask in a different channel, this is Stalker 2
yeah sorry my mistake
but what about stalker 2?
does it use navmeshes?
Generally all games like stalker use navmeshes in the general sense. How they're implemented depends on the studio/engine capabilities.
https://dev.epicgames.com/documentation/en-us/unreal-engine/basic-navigation-in-unreal-engine
Yeah, you're probably fucked then, the localization being in the *.ucas/*.utoc. You can try ucas/utoc tools like retoc or PakMaster, but I doubt you'll get anything
Contact the mod author and ask him the json. But I guess you already tried?
i think you can get .ubulk file using UnrealPak and dump json from it but it will include all localization rather than just from the mod
yea i did
Thanks for the reply. I meant in game weapon inspection animation.
Nope, there is none.
@spring coral Hey man, short question about your gestures mod.. specifically the high ready stance. If i'm right it is using the animation when "leaning left" against something, right? Would it be possible to use the right direction instead of the left one?
Hey everyone,
I found a glitch involving Gun Oil that causes it to duplicate infinitely. When I have a weapon around 40% condition equipped, I can double-click the Gun Oil, then rapidly click on the equipped weapon while occasionally pressing 5 to unequip the Gun Oil. Doing this repeatedly duplicates the Gun Oil item — I accidentally ended up with a dozen of them.
You can then sell the duplicates for around 500 each, which basically turns into an infinite money exploit.
I’m mentioning this because I know most players who enjoy S.T.A.L.K.E.R. prefer a fair, immersive experience, and this can be a big temptation if it’s not fixed. Hopefully this helps, and maybe OXA can take a look at it in a future update.
Thanks!
—Craig
if any of you need me to share screen so you can see it yourself just let me know.
there is actually quite a l[ot of du[plication going on im noticinge
I’ve seen a mod somewhere which makes any npc talk and trade with you. So basically eliminates the notopic dialog chain. Does anyone know how to replicate that? If npc is not a squad leader
Hey man
I was curious, maybe you know
How you can setup custom binding for this Gesture and Dodge mods?
key bindings*
can anyone see my messages?
Yes, why?
does anyone know if these mods work with v1.6? they appear to be loaded, but did not change anything in game
How do you know they are loaded? If they do not change anything
It sounds contradictory
Not all of them are compatible with 1.6
it displayed the loading mods progress bar and the warning that achievements were disabled because of mods
hmm, makes sense
I can send you my mod list if you want to
I made it few days ago and all mods 100% compatible
But it’s hardcore
Core mod is OXA prototype
I see, then some of the mods are working and some not
sure, I appreciate it
Ok, I will pack whole -mods folder as archive and will upload it to Google drive
You will need just to make sure your -mods folder is empty and place one that I will send you
It also have achievement enabler
It is more then 20 mods
I will make a list in 10-30 mins
nice, thanks a lot
You welcome
But I use cracked game
So I don’t know for sure if mods folder path same
For Steam
Let me check
Seems to be pretty similar
Mod list good for 1.6.1 (tested):
- S2 optimized Tweaks (Base)
- OXA Prototype + Craftable zone Patch + Restore fonts
- Craftable Zone
- Lootable zone
- A life found a way
- NPC combat Overhaul
- Enhanced Combat VFX
- Weapon repositioning project ( Tacticool version with custom 96 FOV preset to it)
- Ace’s Real Flashlight
- Achievement enabler
- Subtle Laser sight
- Saving Hubs and Campfire from Shay ( Made it so you can save only at campfire or friendly hub)
- Unlimited saves ( change the game limit for a save files)
- Transparent death screen
- Hold a breath for all weapons (50% sway reduction for non sniper weapons version)
- Remove offset aiming hint ( so you won’t see press V for alternative aiming mode)
- Realistic Death animations by Shay
- Real Longer Days (4 hours real time day cycle, longer can brake quests)
- Petey’s clean UI
- Painter of the Zone - Better decals version
- Mutant variants
- Mutant physics and audio fix
- Dynamic Weather overhaul
- Better vaulting (version with the lowest high + reduction from a fall damage)
- Any weapon as sidearm (mostly so I can remove Skif’s PM from my inventory)
- Uncapped weight (version that only uncap max weight limit)
- Alternate Bag/Safe/Planks Textures (remove this yellow paint hints from stashes, planks and safes)
- APS-B fire mod fix by Serg0ff
- Bloodsucker glowing eyes
- Crackling wheel of Zalissya (cosmetic mod that overhaul mill at Zalissya)
- Damascus knife (older mod, I like the look)
- Gas Mask Overlays
- Kaimanov Terror Emission and Over-the-Horizon Radar (cosmetic mods to enhance generators and duga look during psy storms or emissions)
- Longer lasting perfume (120 mins version, this mod extend effect from a weird flower artifact )
Link for ~mods folder with this mods (uploaded it by request, download, drag and drop): https://drive.google.com/file/d/1XSctoNbN5qm5fB_2kAxe1sSx9vR0N4yA/view?usp=sharing
Also I use Darker nights mod, this can be installed but installation different from just a mods folder
Also I use HUD Editor and it also requires standalone installation and tweaking, so I won’t include this
Also I use optimizations that Grokk recommended for an Engine.ini
Looks like that’s all
Since I have not so powerful setup to get stable FPS and good image I use Lossless scaling too
If you struggle with performance I can share settings
here the link for -mods folder
unarchive it and put it into the Paks folder you have
Make sure your -mods folder you already have is empty
This mod list requires a new game start to everything work correctly
Some mods like Gas Mask Overlay require manual activation in game, check description of the mod
thats it
@faint stream
you welcome!
@unkempt canopy Hey, i'm sorry to bother you
Is this possible to pin messages with a modlist i posted there in channel?
I can optimize it for 1 message
Thanks in advance!
Thanks alot!
@unkempt canopy here we go
Thank you again!
What do you think about the differences between A life found a Way and Shay's A Life mod (the complete for PC) ?
I tested it yesterday
From what I can tell, Shay’s mod is generating squads based on player position in the world, I mean they spawn nearby player when player hits some trigger areas
But it spawns enemies too obvious from the sky, so you might see clear area and start looting and suddenly out of nowhere you got jumped by 5 snorks and there were no sight of them at the first place
I find it not okay, it’s fun like a fun of battlefield but not if you playing veteran difficulty with OXA for example
Then I tried A life found a way, from what I see it generate squads kinda differently, when player render bubble hits some areas and points of interest it creates squads and scenarios at this points of interest, so when you will come close some areas and there are no main scripted quests around you will see some random scenarios
Example
Lesser Zone
This building with a bandits where you can ask how to find this guys who killed Varta soldiers
First time it was as default
Bandits and blind dogs
But after I cleaned it and revisited after some time
I saw such scenarios ( I died few times nearby so was revisiting area 3 times)
1st time Bandits fighting a burer
2nd loners vs bandits
3rd loners against Varta
So you won’t have that pop in squad
You will naturally observe scenarios when you come close to some areas and points of interest, I believe Shay’s might be better if they will find how to extend rendering distance for a spawn
But right now me personally find A life found a way better and more natural
@jovial root
Woooow that was the best feedback i could have ever dreamed
You welcome
Did you try Shay a long time ago or recently ? @rapid wigeon
I'm trying this mod and i didn't feel this instant spawn issue. But i was wondering if A life found a way could be slightly better
I tried it year ago and I tried it yesterday because I came back to stalker 2 after a long brake for it
So I viewed all the mods now existing at the nexus mods
And from all of that I got this list
I tested few different combinations
Like Stalker Unlimited and mods on top of that
Or without it and only Ballistic redone
But found OXA prototype best suited for myself
And then I build a chain of mods on top of that
And I tested Shay’s and A life found a way at the same scenarios
Ok ! Thanks again @rapid wigeon ! I will do some tests also with Shay's and let's see if i need to switch to A Life found a way
Sure, test to find what suits you best
both mods actually dont work the way u explained 
the best explanation one can give is actually no explanation at this point
my mod is safe to install and uninstall at any time, wools not so, iirc you need to do some mod removal thingy
so the best explanation is to experience it
a-life is subjective anyway, ive had people say its a battlefield like whoosh and others say its dead

