#╟⚒stalker2™-mods-making-discussion

1 messages · Page 55 of 1

fervent stratus
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what? delete save? kek

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but yeah i can make it so u cant save from minute 1

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EVER

fervent stratus
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meaning u die u go back to tutorial

unique hull
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That would mean save lost if you just close the game

fervent stratus
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ive dabbled with a proof of concept of that yes

unique hull
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Need to delete save on death instead

fervent stratus
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but yeah i didnt outright kill player

unique hull
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Imagine people would be able to attempt hardcore speedruns

spring coral
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twitch speedrunners DisgustedClint

dreamy geyser
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Here is a way to get that. WeaponInHands will indicate the current state.

spring coral
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What a chad... Holyyyyyy

dreamy geyser
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It's better to rename to IsWeaponInHands tho

spring coral
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We need a library of components like that

dreamy geyser
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Yeah. Was thinking about that.

spring coral
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How the fuck did you end up with that logic? It's all trial & error? Or did you work with UE before?

dreamy geyser
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Started to work on ZOne kit release, lol.

spring coral
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What?

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That's crazy

dreamy geyser
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I actually was working with glowsticks to make it a holdable thing. I just kind of knew where to look.

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However, I have other problems there that I'm unable to solve.

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For some reason, I can't attach it to a hand. It just doesn't want to stick, lol

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Just spawns slightly outside the hand or so

spring coral
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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 kekw

spring coral
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It triggers also for knife and grenades, but these are weapons after all

dreamy geyser
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Awesome!

spring coral
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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

dreamy geyser
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Also, it makes the entry threshold lower. If it were pure C++ we wouldn't get that many mod makers.

dreamy geyser
spring coral
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Yeah I image, just need to guess the correct prefix in some blackbox array containing dark matter mesh components tied to celestal bones kekw

fickle lynx
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Is S2 modding limited until they give out full access to blue prints?

spring coral
dreamy geyser
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@spring coral Just a more robust approach.

spring coral
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Oh so it breaks on the first catch

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Good job!

fervent stratus
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welp got done making the Hardcore Save System concept

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only forced quest saves to not break quest logic from main game and auto save on interact with campsite

fervent stratus
dreamy geyser
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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

lean oar
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Out of curiosity, would a button press from a controller be listened to the same way?

dreamy geyser
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You mean gamepads? Yeah, there is a separate section. Can catch any key.

lean oar
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Nice

mental zealot
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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?

spring coral
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I actually converted your logic into a macro

dreamy geyser
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Sure, that's what I would do too.

spring coral
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Ah yeah sorry, your suggestion was for the tick question

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I need to sleep

dreamy geyser
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Lol, that's ok

spring coral
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I'm off boys, gonna dream about blueprints

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Ah!! Unzip an archive to install a mod is scary POGGIES1

polar perch
spring coral
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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

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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!

polar perch
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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

spring coral
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And now he can actually rate 3/5 for that reason on steam workshop. Get the fuck out of here

polar perch
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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

spring coral
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New wave of returning players with the update maybe?

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Was it the same for the 1.5 release?

polar perch
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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

spring coral
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Ah yeah Xbox users... We can see them on the official Stalker discord. They are special kind, you recognize them just by their mindset kekw

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And at the end of the year... Welcome my Sony fanboys!

polar perch
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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

polar perch
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And you just wait for PS5 to not allow specific kinds of mods like idk, things that have new 3d models or whatever

spring coral
polar perch
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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

spring coral
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Yeah

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I don't really know Sony politics about mods (my last PS was 3), but on copyright and stuff they are pretty narrow minded

polar perch
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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

spring coral
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console players don't deserve us

fervent stratus
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do keep in mind the comments are mostly for larger mods like the ones kyne has, for my small mods i aint getting shit 🤣

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cus for me it honestly feels opposite

polar perch
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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

fervent stratus
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its not console but still

polar perch
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yeah man lol

fervent stratus
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i can see why u get tired

polar perch
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I stood absolutely speechless looking at the screen for like 5 minutes trying to figure out

fervent stratus
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i mean they did say its sarcasm but 2 days later hha

polar perch
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Questioning human intelligence as a whole

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The one that killed me yesterday was this one

spring coral
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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 kekl

fervent stratus
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FIX MY .1 OFF CENTERED OVERLAY

polar perch
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Now you see what I mean and why I'm so fucking exhausted lmfao

fervent stratus
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ps5 and the mod porting to ue 5.5 is gonna be fun!

polar perch
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2 months ago I'd have answered kindly, but I couldn't hold myself from answering in caps aswell

fervent stratus
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whats wrong with steam workshop btw?

bright haven
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rating system

fervent stratus
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first time im releasing mods on steam so dunno whats wrong with it

spring coral
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Yeah you need some holidays Kyne, I can feel it, looking at your screenshots

fervent stratus
polar perch
fervent stratus
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but who cares if it aint 2/5 or leas

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less

spring coral
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Take some days off

polar perch
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Yeah I personally just don't look at the ratings, anywhere really

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I do mods for myself first of all. If someone doesn't like it then whatever

fervent stratus
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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

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but the pointzzzz

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and the awardsss

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the recognition

polar perch
spring coral
fervent stratus
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yeah i can see that

polar perch
fervent stratus
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but if your mod is good

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ratings are no worries

spring coral
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Also fuck steamworkshop and it's 800x600 UI

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the fuck is that

fervent stratus
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ever with steam points

fervent stratus
polar perch
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I bought emojis I'll never use lmao

fervent stratus
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im prob going to make combined large mods going into 5.5 for steam anyway

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no more single mods there

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too fucking annoying with the description etc

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i got like 10 on steam pfff

spring coral
polar perch
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REspectful tbh

fervent stratus
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i will forever try to release for console thats my nr 1 goal always

spring coral
polar perch
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Absolutely

spring coral
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There's only few people actually making cash from it: GSC, and Steam/Xbox

polar perch
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Its about respecting people's time spent on making that mod, 100% agree with you

spring coral
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There's a lot of comfort & freedom on nexus

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And I like that too

polar perch
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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

fervent stratus
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modio is so good

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i love the description

spring coral
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Talking about 800x600 UI

fervent stratus
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only issue i got is no individual word size

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afaik

spring coral
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Oh no I was thinking about moddb sorry

fervent stratus
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its all headers or paragraphs

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moddb seeesh

polar perch
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Nexus everytime you paste something on the description or change any small thing just scrolls down to teh whole damn bottom of your description 💀

spring coral
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[code] editor gang here

fervent stratus
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OH HAD A RED LINE OF TEXT AND DELETED IT? THIS WHOLE LINE IS FOREVER RED TEXT

spring coral
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Important question ^

polar perch
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no clue

fervent stratus
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diabolical

polar perch
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speaking of banning

spring coral
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Wait, you never banned someone?

fervent stratus
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never

spring coral
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It's basic routine

fervent stratus
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tfuck

spring coral
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Are you for real?

fervent stratus
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tfuck

polar perch
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I still have no clue why Craftable Zone had some random user banned the moment I uploaded the mod to Nexus

spring coral
polar perch
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I had never banned someone and this guy was just there put as banned

fervent stratus
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do u have like a hater following you on all your mods or something

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i never got to the point of banning someone

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i never even got that bad messages i think

fervent stratus
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worst i got is like "this isnt realistic"

spring coral
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I banned someone again like 3 days ago?

fervent stratus
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or like an "aktphuallyyy its like..."

spring coral
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Banned from all my mods. So it counts for cyberpunk, far cry etc... etc...

polar perch
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I don't even know who Rooseph or SniperChris404 are

spring coral
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all nexus

polar perch
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But supposedly he banned rooseph from my mod

spring coral
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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

polar perch
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Honestly yeah, I should learn ban hammer skills

spring coral
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Not happy? Boom you disappear and no one will ever hear from you again

fervent stratus
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kynes, your shelter mod, does your campfire have a unique guid only once?

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or is it per campfire?

polar perch
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In which sense do you mean? for placed campfire or for campfire where to warm at?

fervent stratus
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and does it have a bp_ contextualaction?

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a campfire u sit

polar perch
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Ah, no. The mod takes into account all placed campfires by vanilla, but also the campfires you place yourself. No contextual action either

fervent stratus
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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

spring coral
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It's okay, gonna sleep. Cya! bedge

polar perch
fervent stratus
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gn!

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oke so i take it kynes any mod that helps or buffs player is big nono for your temperature mod?

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*player near campfire

polar perch
fervent stratus
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so i was thinking of something like: Relaxing Campfires, where u slowly lose status effects near campfire

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psy reduction, stamina gain etc

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i find campfires to be useless atm so want to give them some spice

polar perch
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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

fervent stratus
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sounds like it needs some solid testing 🤣

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(the combined mods)

polar perch
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Yeah it will lmao

fervent stratus
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is the campfire single use? or infinite?

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sorry for all the q's your mod is huge and i want compatibility for it

fervent stratus
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please say it needs to be crafted and will be destroyed on use

polar perch
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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

fervent stratus
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ahhh need to think how i can make that cheese work

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one of the mods im testing is campfire saves so with your mod thats infinite save cheese

polar perch
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You do need items to place it tho

fervent stratus
polar perch
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lmao

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It takes -effort-, like you need to grab wood from a tree and wait (dayz like)

fervent stratus
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ohh sick that makes campfire saves even crazier

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imagine u make a shelter somewhere with bare campfire so u have a permanent savepoint

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PEAK

polar perch
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sounds epic

fickle lynx
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@hwk is it because minimal api access? Or is it because the BP editor is Garbo

thick widget
spring coral
thick widget
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Yeah that would be great if it can be pulled off 😄

snow egret
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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

spring coral
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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

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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

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(you'll find a zip with the SDK mod source code to download in the following messages)

unique hull
snow egret
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That is incredibly useful hwk, thank you

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I was already watching that video but decided to deviate slightly to play around and immediately nothing worked haha

spring coral
spring coral
snow egret
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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?

spring coral
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Absolutely

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Copy the Error from Blueprint: string, and paste it in Filter above, so you only see your logs in the errors 😉

snow egret
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nice. Thanks for the help.

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So would it be best practice to keep the ModWorldSubSystem blueprint fairly simple and spawn actors that actually do the interesting stuff?

spring coral
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Yep

thick widget
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Creating a class to create another more interesting class shrudge

spring coral
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omg I made it PepeHands managed to customize animation sequences for weapons lower/upper stances

arctic lion
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fuck yeah bro

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that's da gud shit right thur

spring coral
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Inspired by High Ready Stance previously hinted by @solemn hinge . But with both stances & checks on weapon in hands/aim/fire etc...

arctic lion
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a mix of both is nice

spring coral
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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

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I'm still kinda new to animation modding

arctic lion
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do these animations still kinda warp the player?

spring coral
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The lower stance is just the "equip" animation but truncated in the middle

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These are existing animations

snow egret
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@spring coral I'm putting the debug console to good use. Really useful already

spring coral
spring coral
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Great minds think alike

snow egret
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Yeah I was just getting all actor components of type "skeletal mesh" and then looping through each and printing some available info on it

summer silo
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Ooo

snow egret
summer silo
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Expanding on the idea I see

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Here's hoping it will work with flashlight mods xD

snow egret
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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

summer silo
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Nice

spring coral
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There's two sequences, on for the body, and one for the weapon (aku)

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I can't make it understand to apply animation on the weapon

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even using animation slots

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It's probably applied together in some animation BP or something like that

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/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

spring coral
fervent stratus
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ahh that way yeah, i wanted it to be from the barrel of the gun but heard its not originating from that location omegakekw

snow egret
# spring coral

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

spring coral
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put it in full body

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At least, for the body sequence

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then for the weapon... I don't know

snow egret
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GOT IT WORKING!!!!

spring coral
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vid or didn't happen

snow egret
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one sec

spring coral
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yeeee boi

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works only with pm/aku and these few unique?

snow egret
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only with PM for now.

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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

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Any ideas why there are only inspect animations for these few weapons?

spring coral
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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?

thick widget
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I would say cut scenes probably

snow egret
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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 ...

▶ Play video
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debating if it's worthwhile making this into a full mod. Already aniticipating all the comments asking to add X weapon....

fervent stratus
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anyone know where the arena quests are by any chance or their name?

thick widget
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Just call it a proof of concept mod

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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.

snow egret
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Has anyone come up with a way of handling keybinds for mods other than hardcoding them in the blueprints?

spring coral
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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

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⚠️ Important, set the key option "Consume Input" on "OFF". otherwise you might screw other mods

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This is explained in the discussion

snow egret
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Wow that works pretty well

snow egret
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@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).

Nexus Mods :: S.T.A.L.K.E.R. 2: Heart of Chornobyl

Adds the ability to use gas mask overlays over the game UI with inertia. No reshade. Just something put in game.

unique hull
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can someone please remind me how do I patch a [*] n-th item in the list?

unique hull
snow egret
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@unique hull in the console in the SDK. The video above shows how they look

unique hull
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maybe only with console enabled hmm

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were you able to patch a specific [*] PossibleItem?

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I just assume all [*] items are items in array and internally they are translated into indexes; but I want to confirm it with yall

polar perch
solemn hinge
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@spring coral if you need help just hmu

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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

spring coral
# unique hull were you able to patch a specific [*] PossibleItem?

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
spring coral
# solemn hinge Here's what I did, It might come in handy i don't know. I overwrited `BP_Stalke...

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

unique hull
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If wildcard indexes were used

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Not sure if I like named indexes, kidna breaks a convention. It was done with some purpose, right?

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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

spring coral
unique hull
spring coral
spring coral
# unique hull they do Head Body etc item keys, I thought those are reserved, because adding an...

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

unique hull
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Good to know

spring coral
# snow egret

Thanks for the graph man 💪 it helped me filter out grenades/bolt/knife from valid WeaponInHands

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Also mentioning @dreamy geyser

spring coral
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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 stalkercringeemoji

high rain
spring coral
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Damn, that's powerful!

dreamy geyser
high rain
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Thank you for the question. You have been a great audience.

solemn hinge
fervent stratus
#

tickticktick

spring coral
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This is only triggered when the user try to lower/upper the weapon, so it's not costly. Should be enough for the moment

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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

dreamy geyser
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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.

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@spring coral what are those quest nodes? Never used them.

spring coral
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Yep, it's only triggered when the player trigger the lower/upper keybinds

dreamy geyser
#

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.

spring coral
#

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

#

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

dreamy geyser
#

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

spring coral
#

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

dreamy geyser
#

Ahh. Clever 😀

spring coral
#

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

fervent stratus
#

hwk, please make slav squat animation

#

its been in my head living rent free since i saw you zooming on your ass clip

spring coral
#

And, you can also check the current weapon in hands with quest nodes (!)

fervent stratus
#

but i see you go wild with bp

#

and it seems to be working

spring coral
#

I know you can

dreamy geyser
#

@spring coral Thanks for the explanation

spring coral
#

Things you cannot do in QuestNodes tho: Play Animation montage + listen to key input

fervent stratus
#

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

dreamy geyser
#

Haha, nice

spring coral
#

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

fervent stratus
#

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

spring coral
#

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

dreamy geyser
spring coral
#

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)
spring coral
fervent stratus
#

some of the mods im testing now run on basic bp logic with quest config carrying the load

spring coral
#

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

fervent stratus
#

it can load bp too and use bridge nodes to talk with bp logic

#

you can also adjust global variables

#

and track them

spring coral
#

Yeah about that bridge logic... I still didn't figure it out

fervent stratus
#

it can also container logic

spring coral
#

global variables are sick

fervent stratus
#

and then timer on it to run at certain times

spring coral
#

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 doublefacepalm

fervent stratus
#

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

spring coral
thick widget
#

Custom UI wheel, 75% chance to get struck by lightning everytime it's opened!

tight zodiac
#

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?

spring coral
thick widget
spring coral
#

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

thick widget
#

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

spring coral
spring coral
# thick widget I barely even think to use it haha

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^

snow egret
spring coral
#

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 doublefacepalm

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 kekw

eternal rock
#

Does anyone know If I need the zonekit sdk to use the ModWorldSubsystem?

solemn hinge
#

but i guess for a mod it’s fine and doesn’t really matter

#

I got caught up by old habits 🙄

solemn hinge
polar perch
spring coral
fervent stratus
spring coral
fervent stratus
#

XTestSysNotificationRemoveMoney
XTestSysNotificationRemoveItem
XTestSysNotificationInspectArtifact
XTestSysNotificationDiscoverRegion
XTestSysNotificationAddStash
XTestSysNotificationAddMoney
XTestSysNotificationAddItem
XTestSysNotificationAddAudilog
XTestSysNotification
XTestPDA
XTestJournalFinishQuest
XTestJournal

#

you can also generare an overlay on screen and use any texture

spring coral
#

Yeah, so notifications to show triggers

fervent stratus
#

and use double notification for other steps idk say a true and false

#

true gives 1 ping

#

false 2

spring coral
#

We're like hobbo modders compared to cyberpunk PepeHands

fervent stratus
#

cyberpunk was fun to mod for a while yeah

#

rip witcher 4

spring coral
#

Imagine a Cyber Engine Tweaks tool for Stalker2... Holy shit

#

But cyberpunk is cursed now. Their nexus page is always: Girls and Cars kekl

spring coral
#

It's a meme at this point

lean oar
#

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 growingKekSkew

#

Which is also weirdly applicable

spring coral
#

haha

lean oar
#

If you browse the nexus for any bethesda game you always gotta filter the adult shit

spring coral
#

Fuckin coomers

spring coral
summer silo
thick widget
lean oar
#

😆

high rain
#

@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.

crisp bolt
# high rain <@324147062604038145> maybe you know how to support both ue4ss and bp mods in vo...

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.

unique hull
#

yo can anyone suggest how to fix this for npc meshes placed on to player?

spring coral
#

"Compatible with OXA?" is the modding equivalent of "Grok is it true?"

Compatible with OXA?
Compatible with OXA?
Compatible with OXA?

unique hull
#

I swear I just ignore those requests

#

I am not paid to do a QA for every fucking mod list permutation there is

spring coral
#

If only we were. My answer is usually "test it and tell us" champ

rare ruin
#

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.

spring coral
rare ruin
#

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.

rare ruin
unique hull
#

[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

rare ruin
crisp bolt
#

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

thick widget
spring coral
#

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

rare ruin
spring coral
#

Man, it's almost 2026, here we only speak UE5 rollsafe

arctic glade
spring coral
lean oar
#

Man the sdk being 700gb is brutal KekSkew
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

mental zealot
#

That's true... you also need at least 32 GB to open World Map, unfortunately I only have 16

lean oar
#

Ram?

mental zealot
lean oar
#

Ah no problem, I've got 64 :)

sand vault
#

Does anyone have patch 1.6's GameData extracted anywhere?

#

About to see about updating all of the mods I was running last year

unique hull
sand vault
#

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

lean oar
lean oar
knotty gale
#

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

spring coral
spring coral
#

What the fuck are you talking about son?

stone silo
lean oar
#

brother wrong chat :)

spring coral
#

Owww I see

spring coral
#

Good job on the release of campfires & hub saves @fervent stratus 💪

fervent stratus
#

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 kek

#

atleast thats what i think is the issue, still collecting reports

spring coral
#

What's the issue with stalker2character? You modify it?

tidal dragon
#

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?

thick widget
tidal dragon
#

not anymore

#

i removed it months ago

thick widget
#

Any Steam Workshop mods subscribed?

tidal dragon
#

there is no crash log i can check to see what is conflicting?

spring coral
# tidal dragon how do i check logs to see whats crashing it?

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
thick widget
tidal dragon
#

i found the problem

#

its the oxa armory mod

spring coral
wise valve
#

Are we able to rig custom first person outfits yet?

spring coral
wise valve
bright haven
wise valve
fervent stratus
spring coral
#

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

fervent stratus
lean oar
#

took almost two days to download the SDK lmao

#

does it always just take aeons to load into the software LUL

spring coral
#

What's your setup, you said you got 64GB ram earlier?

lean oar
#

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 LUL

#

I have found the map and am now trying out loading some of it LUL

spring coral
#

13900K here too. This thing is such a beast MonkaChrist

lean oar
#

fuckin lmao

spring coral
lean oar
#

salute
got the playlist bookmarked will go through it, just fucking around on my own for now seeing what I can find

spring coral
#

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

lean oar
#

oh lord LUL

spring coral
lean oar
#

good to know

spring coral
#

But I can still play the game at 4K + have the SDK opened with that damn 13900k champ this shit is crazy

lean oar
spring coral
lean oar
#

oh I'm just loading the lesser zone

spring coral
#

It's too much

lean oar
#

LUL good to know

#

I'm just gonna wait and see what happens

#

FAFO and all that

spring coral
lean oar
#

whoopsie

#

oh, it loaded

spring coral
#

This guy

lean oar
#

we CHUGGING along

spring coral
#

When you say "it loaded", you mean it "loaded the region of selection"? You didn't click on play in editor yet? kekw

lean oar
#

nah I didn't hit on play

#

but fuck it we ball :D

#

here we go

spring coral
lean oar
#

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

lean oar
#

okay that was enough fuckin around

#

this is neat af

lean oar
thick widget
crisp bolt
lean oar
#

ffs I literally just took a shower in the time it took load up the SDK KekSkew

spring coral
#

Took a shower
DisgustedClint

thick widget
#

It can cause problems where it'll try to scan all the files when the application is started

lean oar
#

will do

lean oar
#

yep that was it :D

#

thanks

urban venture
#

since now people can edit the map, i just dont do myself cuz i dont have 700gb of storage to donwload the UE5 kit

crisp bolt
# urban venture cant wait for a remove folliage mod, folliage and bushes takes 90% of the FPS

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.

spring coral
#

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 doublefacepalm

lean oar
spring coral
lean oar
#

Ah alright :)

spring coral
#

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

fervent stratus
#

which is why my campfire mod uses BPxQuestNodes

#

the bp does the distance logic and the questnode does the campfire one

lean oar
#

Nice, thanks for the infos :)

urban venture
#

or i can just play with the values

crisp bolt
urban venture
#

cant open console in stalker 2

#

i need a mod for that ?

lean oar
#

yep, you need uetools, which is as of yesterday wasn't updated yet

urban venture
#

yes, insta crash

#

well i gonna do with Engine.ini

mental zealot
#

Simple modloader works

urban venture
#

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

urban venture
urban venture
#

why my Engine.ini is not working ?

lean oar
#

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

lean oar
#

like do any of these options actually work?

thick widget
lean oar
#

That would explain it haha

#

I can also imagine that I'm just not doin it right but who knows KekSkew

#

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

thick widget
#

Yeah there are some things that don't like to cook properly. I just don't recall all of them at the moment.

lean oar
#

No problem

#

Gotta say, enjoying breaking my brain on these things so far

thick widget
#

Yeah it’s fun test out ideas

spring coral
# lean oar like do any of these options actually work?

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 sadge

lean oar
#

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

spring coral
#

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

lean oar
#

Shall check, thanks for the tips

low ridge
#

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

tepid hinge
#

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.

Nexus Mods :: S.T.A.L.K.E.R. 2: Heart of Chornobyl

High and Low Ready stance toggle for all weapons

urban venture
#

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

lean oar
spring coral
# tepid hinge Background: I have zero modding experience, but am interested in learning how. T...

Hey! It's never a shame to ask rollsafe
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
spring coral
lean oar
#

Would be neat if the guns actually had slings

tepid hinge
# spring coral Hey! It's never a shame to ask <:rollsafe:1206176810631561286> Actually, the au...

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.

lean oar
#

Damn 3h for the download is fast af

tepid hinge
#

Gigabit, baby

lean oar
#

It took me 2.5d

tepid hinge
#
  1. Damn you, GSC, for making it one full sized 472GB file.
  2. Thank you, GSC, for giving us so much access
lean oar
#

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

tepid hinge
#

Honestly, that would work too.

#

The guys in bars usually don't have their guns out, which is totally normal

lean oar
#

Just depends on what can or can't be done with the sdk, and frankly no clue 😆

tepid hinge
#

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.

mental zealot
#

Is it possible to change animations speed of NPCs?

lean oar
#

I would imagine probably

mental zealot
#

The idea is to slow down the NPCs' wound animations, and the reload speed of pump-action shotguns is unnecessarily speeded up for NPCs.

sand vault
#

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.

crisp bolt
#

That is the point of the mods

#

restricts saves unless you are at a campfire

urban venture
#

i want to remove colision with trees 🙁

thick widget
sand vault
lean oar
#

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

sand vault
#

What I thought I had installed was the hub version that also has campfire saves now that I'm thinking about it.

spring coral
#

Oh no, it's the day of BattleSlop 6 doublefacepalm Twitch spam inbound

thick widget
cerulean vale
#

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)

thick widget
cerulean vale
# thick widget Currently very unlikely. The source for S2 isn't public(Probably never will be) ...

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.

thick widget
#

They did put out a roadmap for sdk not to long go.

#

Should be some quest and audio tools coming

cerulean vale
cerulean vale
thick widget
#

Let me see if I can find it

cerulean vale
#

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.

thick widget
cerulean vale
#

Thank you, will glance over it later.

thick widget
#

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

cerulean vale
#

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>

thick widget
#

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.

cerulean vale
# thick widget The future is looking good for modding and the game too. Just going to be a bit ...

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.

thick widget
#

Microsoft might have had some contract pressures on them too

cerulean vale
#

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.

thick widget
#

I'm sure there will be some bigger projects in the future

spring coral
#

I don't see them change their quest tools, blueprints, animBP and custom cfg

thick widget
spring coral
#

Oh so you mean improvements

thick widget
#

Yeah

spring coral
#

Ah yeah cool

thick widget
#

We basically won’t be fighting to use workarounds for features that are now complete and baked in

spring coral
#

Yeah modding future for this game looks really promising

thick widget
#

Probably help the sdk development to be more stable less error prone too

lean oar
#

Is it possible with the SDK to change the hud behaviour, like what hud elements are hidden by the game settings?

spring coral
#

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

lean oar
#

hell yeah man

lean oar
#

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

unique hull
#

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

calm jacinth
#

oh no nodejs uurrrggh

unique hull
#

😄

#

do you want rust? 🙂

calm jacinth
#

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

unique hull
#

im using typescript tho

#

you can do unsafe in rust so hmm it's up to you to write shitty code

undone sparrow
#

Hello guys. Does anyone know what exactly means minspawn/maxspawnchance couple in structure like this?

spring coral
#

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

wide meadow
#

I'm interested, is there any mod regarding aiming side sight? Side-aiming.

undone sparrow
#

and why did they add "f" letter?

spring coral
# undone sparrow 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
undone sparrow
#

i noticed that such itemgenerators are in stashprototypes.cfg and works at spawn of object (box, backpack and other)

spring coral
#

Yep, that's where the Smart Loot system is

undone sparrow
#

most stashes spawns at start of game, So why they check my inventory at start of game &?&%?? 💩

spring coral
#

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

spring coral
# undone sparrow most stashes spawns at start of game, So why they check my inventory at start of...

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"

undone sparrow
#

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 🙂

spring coral
undone sparrow
#

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

spring coral
#

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

spring coral
#

But if you make some discoveries, feel free to share!

undone sparrow
#

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 😆

spring coral
#

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

undone sparrow
#

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)

undone sparrow
#

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 )

spring coral
#

Interesting discoveries artefactpepe

drifting flame
#

Please who can help me import a model into the game

bright haven
sharp herald
#

where cigarettes

unique hull
unique hull
sharp herald
tepid hinge
#

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.

spring coral
#

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

undone sparrow
undone sparrow
spring coral
#

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

tepid hinge
#

Thank you, @undone sparrow and @spring coral!

drifting flame
drifting flame
spring coral
#

Don't be shy. It's always better to be precise

drifting flame
#

Ok

tepid hinge
#

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

thick widget
tepid hinge
#

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.

lean oar
#

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

thick widget
#

Probably more doable than trying to add something that does damage.

crisp bolt
mental zealot
lean oar
lean oar
lean oar
#

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 KekSkew
Any tutorials for the item generation anyone can recommend?

lean oar
#

ah, I see

thick widget
#

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.

lean oar
#

Guess I could try just replacing the F1 with the smoke grenade assets and see what happens

arctic lion
thick widget
#

Yeah some of those crash the game. I don't think they're implemented. Maybe for cutscenes?

lean oar
#

Could be?

#

One thing I was wondering whilst I was doing the smoke grenade stuff, would it even affect AI vision KekSkew

#

I've no clue how their system for ai detection wirks

thick widget
lean oar
#

trying to just replace the F1 with the smoke grenade and for some reason the animations just don't work anymore kekwait

#

and despite replacing the inventory textures and everything they are also missing, man what even am I doing LUL

#

at least the model in the worldspace looks correct...

thick widget
#

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.

primal ledge
#

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

lean oar
lean oar
#

nvm on that, got it to spawn the effect properly :)

lean oar
#

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

thick widget
#

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

unique hull
tidal dragon
#

We don't have an rpg character skill mod yet right?

mental zealot
#

no

mental zealot
#

I mean, there's nothing like that yet

spring coral
#

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 doublefacepalm

#

This will help a lot when fine tuning ItemGenerators

lean oar
lean oar
#

@hazy ivy Hey oxide, apologies for the ping, I was curious how you went about the model swaps for your guns.

hazy ivy
#

Static mesh section of weapongeneralsetupprototypes

#

There's also the world mesh (the one that's visible when the weapon is dropped)

#

Think thats weaponprototypes

lean oar
#

Okay thanks for the info, maybe there's somewhere else that needs the mesh for the grenade changed.
I'll keep searching

hazy ivy
#

I think they're handled as ammo or projectiles or something

#

Look at projectileprototypes, might be in there

#

Or is it ammoprototypes

lean oar
#

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)

lean oar
#

just confirmed yeah it's just mentioned in those and the item generators

lean oar
#

it's so infurating LUL
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

unique hull
#

3d is fucking hard dude, I can't wrap my head around all these joints , materials, animations bps stuff

lean oar
#

Fr 😆

spring coral
spring coral
lean oar
spring coral
dreamy geyser
#

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.

lean oar
#

thanks for all the info, i'll have a look at it

hazy ivy
lean oar
#

that would be awesome, because for all I know I'm doing something really obvious wrong maybe ^^
can I dm you the files?

hazy ivy
#

yea go ahead!

primal ledge
#

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

primal ledge
#

I've looked everywhere and tried everything I can think of and I just can't seem to figure it out

lean oar
#

What the fuck

dense swift
celest leaf
#

Question for anyone, what file type are the weapon models, and is it viable to import anything from gamma over?

spring coral
celest leaf
#

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.

spring coral
#

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

crisp bolt
#

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.

sleek geyser
#

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

shrewd garden
shrewd garden
#

oh was drunk and posted a burntpeanut gif in the wrong place

#

happens to the best of us

dense swift
fringe vigil
#

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?

spring coral
tidal dragon
#

still waiting for a character rpg mod 🙁

arctic lion
tidal dragon
arctic lion
#

welp. the tool kit is accessible to everyone not australians and this channel has some pretty good tips and tutorials.

tidal dragon
#

whats the size of the tool kit?

#

700gb, yyeah no lmao

arctic lion
#

yeaahh. it's pretty big which is why i had to uninstall.

#

got my project on the back burner till i get another SSD.

arctic lion
#

i blame the australian spiders

#

what about vpn?

vale obsidian
#

If the alife stuff ever comes to the toolkit, will def give that a crack though

toxic drum
#

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.

spring coral
earnest falcon
#

any of you know how to unpak a locilization file?

#

like back to the JSON

green island
#

Is there Weapon Inspection mod in stalker 2? thanks

spring coral
spring coral
earnest falcon
#

but i was trying to unpak something

austere basin
#

not really for modding stalker but how do the npcs navigate in stalker?

#

at least for stalker anomaly

#

do the maps have navmeshes?

hazy ivy
austere basin
#

but what about stalker 2?

#

does it use navmeshes?

thick widget
spring coral
spring coral
scarlet vigil
green island
crimson belfry
#

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?

fringe vigil
#

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.

fringe vigil
#

there is actually quite a l[ot of du[plication going on im noticinge

unique hull
#

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

rapid wigeon
#

key bindings*

fringe vigil
#

can anyone see my messages?

rapid wigeon
#

Yes, why?

faint stream
#

does anyone know if these mods work with v1.6? they appear to be loaded, but did not change anything in game

rapid wigeon
#

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

faint stream
faint stream
rapid wigeon
#

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

rapid wigeon
rapid wigeon
#

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

faint stream
#

nice, thanks a lot

rapid wigeon
#

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

rapid wigeon
#

Mod list good for 1.6.1 (tested):

  1. S2 optimized Tweaks (Base)
  2. OXA Prototype + Craftable zone Patch + Restore fonts
  3. Craftable Zone
  4. Lootable zone
  5. A life found a way
  6. NPC combat Overhaul
  7. Enhanced Combat VFX
  8. Weapon repositioning project ( Tacticool version with custom 96 FOV preset to it)
  9. Ace’s Real Flashlight
  10. Achievement enabler
  11. Subtle Laser sight
  12. Saving Hubs and Campfire from Shay ( Made it so you can save only at campfire or friendly hub)
  13. Unlimited saves ( change the game limit for a save files)
  14. Transparent death screen
  15. Hold a breath for all weapons (50% sway reduction for non sniper weapons version)
  16. Remove offset aiming hint ( so you won’t see press V for alternative aiming mode)
  17. Realistic Death animations by Shay
  18. Real Longer Days (4 hours real time day cycle, longer can brake quests)
  19. Petey’s clean UI
  20. Painter of the Zone - Better decals version
  21. Mutant variants
  22. Mutant physics and audio fix
  23. Dynamic Weather overhaul
  24. Better vaulting (version with the lowest high + reduction from a fall damage)
  25. Any weapon as sidearm (mostly so I can remove Skif’s PM from my inventory)
  26. Uncapped weight (version that only uncap max weight limit)
  27. Alternate Bag/Safe/Planks Textures (remove this yellow paint hints from stashes, planks and safes)
  28. APS-B fire mod fix by Serg0ff
  29. Bloodsucker glowing eyes
  30. Crackling wheel of Zalissya (cosmetic mod that overhaul mill at Zalissya)
  31. Damascus knife (older mod, I like the look)
  32. Gas Mask Overlays
  33. Kaimanov Terror Emission and Over-the-Horizon Radar (cosmetic mods to enhance generators and duga look during psy storms or emissions)
  34. 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

faint stream
#

amazing list, I'll try them

#

thanks again

rapid wigeon
#

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!

unkempt canopy
#

Yes

#

Show me the message when its done and i will.pin

rapid wigeon
#

Thanks alot!

unkempt canopy
rapid wigeon
#

Thank you again!

jovial root
#

What do you think about the differences between A life found a Way and Shay's A Life mod (the complete for PC) ?

rapid wigeon
#

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

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But after I cleaned it and revisited after some time

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I saw such scenarios ( I died few times nearby so was revisiting area 3 times)

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1st time Bandits fighting a burer

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2nd loners vs bandits

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3rd loners against Varta

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So you won’t have that pop in squad

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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

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But right now me personally find A life found a way better and more natural

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@jovial root

jovial root
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Woooow that was the best feedback i could have ever dreamed

rapid wigeon
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You welcome

jovial root
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Did you try Shay a long time ago or recently ? @rapid wigeon

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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

rapid wigeon
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So I viewed all the mods now existing at the nexus mods

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And from all of that I got this list

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I tested few different combinations

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Like Stalker Unlimited and mods on top of that

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Or without it and only Ballistic redone

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But found OXA prototype best suited for myself

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And then I build a chain of mods on top of that

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And I tested Shay’s and A life found a way at the same scenarios

jovial root
rapid wigeon
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Sure, test to find what suits you best

fervent stratus
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the best explanation one can give is actually no explanation at this point

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my mod is safe to install and uninstall at any time, wools not so, iirc you need to do some mod removal thingy

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so the best explanation is to experience it

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a-life is subjective anyway, ive had people say its a battlefield like whoosh and others say its dead