#╟⚒stalker2™-mods-making-discussion
1 messages · Page 56 of 1
i would say the biggest thing that contributes to difference in my mod and wool is i add a lot of extra on top like the squad sizes, the npc types, gradual unlocks, needs changes, etc
I just explained how I experienced it
But I see what you saying, I was using your A life mod back in the days, but it’s not the same now, more likely due to the changes after patches
As I said
I would give it a shot once spawn distance can be increased
I play mostly hardcore setup and your a life was unpredictable at the time
I went straight for weird bottle at the start and situation with Snorks happened where you can find Sopmod AR with increased mag, they didn’t spawn until I reach a point nearby roof where you can also loot a scope in a default game and once I reached it they just spawned right behind the fence, like 8-10m away
And second scenario like this happened at the village that is on the way to Weird bottle artifact where you can find electro anomaly, about 5 fleshes spawned and I saw this moment, so for now i dont feel like using it
But I will definitely try different modular options after 1 play through ,cause I was using complete version
Thanks @fervent stratus for the additional information. Still enjoying your mod ! I think it was the one responsible of spawning a pseudo giant before joining the wild island 😅😅 definitely enjoyed it as it triggered a fight with the local freedom guys
WHY is there no mod for grass shadows for stalker 2?
I believe that with PRZ mode and tweak the ambient occlusion, you can have a better visual approach
BLYAT what the HUYA mods for Stalker 2 are so hard to install BLYAT where is my gamedata and bin which just need to be put in the game folder suka
Hello guys. Maybe someone can help me. I have a question about SDK - when I press play in editor it starts always at 9 am but I need to test my map at night time. How or where can I change that time of play session? Is it even possible at the moment?
They are easy to install you just don’t pay attention
Most of the mods drag n drop
i felt sleep
And what’s complicated or different?
Here you also put two folders into the game
Same drag n drop but with different path for some files because it’s graphical mod
The installation is just copy pasting one folder in your game one's...
No, it's using "Unfocusable Target" anim montage (which is unique), here:
/Game/_STALKER2/Animations/Player/AnimSequences/ar/common/unfocusable_target/AS_fp_ar_idle_to_idle_cover.AS_fp_ar_idle_to_idle_cover
Also, if you want to use the cover "right", think about it one second. Because it would make the gun going on the right side, which is unatural for a right handed person.
Imagine running with your handgun rised on the right-side, and you'll see how uncomfortable it is compared to the left side. Same for rifles. See attached pic:
I would recommend to post your bug reports either on the OXA NexusMods page, or on the Stalker2 discord OXA page: https://discord.com/channels/504587323577729024/1399623509830795468
Here, it's a channel dedicated to mod making/research
Hey! If you're talking about this mod: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1674
Then just read the page
Time/Weather is determined by the map you play on in the editor. If you're using PrefabTest, then it's not ideal, but you can still play with it in SunSky > Details. If you play on WorldMap_WP, it's the same logic, but you'll have more weather control
Oh I didn't think about that, but while playing on the WorldMap_WP, you can actually use the console command XSetWeatherTime Hour Minute Second in the editor to change the time, which is far more easy
This logic is handled by EDialogEventType::Interact_SpeakToLeader in GameLite/GameData/DialogPoolPrototypes.
Just {bpatch} them to EDialogEventType::Interact_Friendly or any other EDialogEventType you want, and they will answer you. Ie:
FreeStalkers_Busy_NoTopicsSquadMember : struct.begin {bpatch}
DialogEventType = EDialogEventType::Interact_Friendly
struct.end
Holy moly, it works. This is the exactly what I needed. Thanks a lot, you helped me so much.
Also, as a side note, if you want to play a custom animation montage on keypress to try it yourself, I wrote a tutorial here:
https://stalker2.dev/on-key-press/play-animation
Oh, I see, this prt with Engine.ini tweaking, I didn’t saw it first time
Thank you!
You're welcome!
Thanks a lot for the clarification and info!

Is anyone planned to build a faction identification mod ? The only available is in OXA standard but very raw and lacking of polish (and no stand alone). To have something close to Anomaly for example.
There is an OG "Faction ID" standalone mod, and I'm not 100% sure, but it looks like OXA actually used that mod: https://www.nexusmods.com/stalker2heartofchornobyl/mods/665
To make such mod works we would need some UE5 blueprint wizard like rbwadle or ZunaSW
I will give a try, thanks! It seems a bit deprecated but could help me not being killed by uninditified factions
Not going that far, but I tried to remove the crosshair and just show a "green dot" when aiming at a friendly faction, by tweaking the existing crosshairs logic. But I stopped researching, I wanted to keep my sanity 
Also confused sometimes about should I kill some targets, sometimes hard to distinguish, especially in the night
I didn’t check yet, but it must be working for prototype version too, or am I wrong?
thanks bud. it works fine now
Yes but you need to press "T" everytime to have the info...which will display in the middle of the screen...
Yea, thanks!
what u need it for?
out of curiosity ofc hha
I would like to eventually allow random npcs give out random recurring quests
There is an cfg file for encounters in an old build. So that will probably come back in a later version. Probably already works if you knew what variables were needed.
your own random quests? started work on it?
no, ofc, I tried to assign at least Sid's quest dialog to npc
didn't work
I feel like we'd need some framework and clean documentation how to implement quests
the cfg code looks like spaghetti without a bigger picture documentation
btw I am 99% close to making it so stashes are spawning and given only on recurring quest completion
figured out how to not spawn stashes on game start + how to spawn them in quest node prototypes.
rng for 1000+ stashes doesn't work well in cfgs
you can make your own quests and levels but the issue is localization and audio :/
is there any documentation or a post explaining how quests and quest node prototypes are executed ? I can't wrap my head around launchers and output pins / weights / etc.
EQuestNodeType::Random? This node RNG logic is the most stupid thing I've seen recently
yes exactly
You can see GSC tricked their graph editor to make it work with some fucked twisted logic
anything to avoid writing actual proper code
Here my understanding how this devil object works:
My_Node : struct.begin
SID = My_Node
QuestSID = My8quest
NodeType = EQuestNodeType::Random
OutputPinNames : struct.begin
[0] = 0
[1] = 1
[2] = 2
struct.end
PinWeights : struct.begin
[0] = 0.666667 // <-- has 66% chance to not happen and go to next
[1] = 0.333333 // <-- has 33% chance to not happen and go to next
[2] = 0.0 // <-- has 0% chance to not happen (fallback)
struct.end
struct.end
^split 33% / 33% / 33% chance rng
The last 0.0 is mandatory, so all rng should have at least one 0.0
what I can do is I can combine 10 pin rngs to break down this 1100+ rng
My man, I've seen some mad things but damn
I do code gen so all chill
If I understand correctly you want the player to complete 1000 quests to unlock all stashes?
no, this is a rng to decide which stash to spawn
I have 1182 nodes x2 to spawn and givecache clue to the player
not sure i get your question
I mean you have other logic to give them these caches?
yes
1 is then transformed into 2
oh cool, a bug
name should be 0 as well below
okok, but how players get the stash if he doesn't complete the random quest? (sorry it's not about tech, but more about game design, I'm curious 😅 )
oh they don't
So... they have to complete 1000+ quests to gain access to all stashes
you see I am working on a mod which increases the difficulty a little bit
There are completionist gamers you know haha
with 1 bandage in it
lol yes actually
What? No I was joking 😂
my other code cuts on consumables spawning in mentioned stashes too
of course consumables need to be cut
Regarding your RNG quest
You sure your code is not at fault? you tested the same code with only 2 rng instead of 1000 I guess? just to be 100% sure it's the high number which is at fault
You can actual use a graph editor to edit your own quest. It will generate valid quest cfg file. It might helps you to understand how some stuff work
The trick was found by @fervent stratus few months ago
The Quest Visual Editor gives you access to all nodes, so you can see all possibilities and don't have to navigate thru thousands of cfg to find a working example
The most frustrating part is that we can see GSC actually execute C++ code to give any data the Quest Designer needed. There are nodes conditions like EQuestConditionType::ArmorState which gives the durability of the armor that is worn, but the counter part for weapons doesn't exist
If only we could have access to that godamn C++ code 
output pins
From my research, named output pins are 80% lies and shall not be used as such. There are exception like forEQuestNodeType::Containerand some other cases, but other than that don't always refer to it as usable
It’s my code for sure, I don’t fully understand how quests work
Wait you didn't test it with a simple 50% / 50% rng before going full blown 1000+? 
I’ll take another look tomorrow
I dod test it, doesn’t work
I have to place all my questprototypes in e01.cfg and all my quest nodes in malahite_parts cfg
Rng doesnt work but calling quest nodes by id does fine
You can hook in any quest from any questnode file
Why? Where else can I place them?
Here is an example from the sleeping bag mod:
GameLite/GameData/QuestNodePrototypes/SBM_Inject.cfg
// ============================================
// Inject after prolog
// with Richter throwing you a bolt
// ============================================
SBM_Inject_Prolog : struct.begin
SID = SBM_Inject_Prolog
QuestSID = E02_MQ01 // <!-- Inject in E02_MQ01
Repeatable = true
NodeType = EQuestNodeType::ConsoleCommand
Launchers : struct.begin
[0] : struct.begin
Excluding = false
Connections : struct.begin
[0] : struct.begin
SID = E02_MQ01_SetItemGenerator_Player // <!-- Inject on quest node
struct.end
struct.end
struct.end
struct.end
ConsoleCommand = XStartQuest SBM
struct.end
that’s what I did tho. I created a few QuestPrototypes and a few QuestNodePrototypes. Placed first in the first campaign quest cfg and quest nodes went to malahite parts quest nodes cfg because whatever
That’s cheating lol
I did my own QuestSID
I thought that’s how it supposed to be
You can do both
Ok ok I’ll try your approach next time
Game doesn't care about file names/path in the quest nodes. You can even mix quest nodes from different quests, it doesn't care. All that is important is that every SID must be unique
Right, I understand this. It works as I said I can trigger my quest nodes from console. What doesn’t work is fucking rng
Also once the quest is triggered, for some reason no other quest node can be triggered, only the same one
Start simple, with a simple 33% / 33% / 33% rng and 3 stashes. Test it. Once you confirm it works, then expand your code with 1000+ stashes & rng
Is it even possible to do a loop in quest nodes prototypes?
A loop? That would be too simple. What else? You want local variables too? 
I am 99% sure the code for rng is correct, my problem is that I don’t understand the flow. Why some things don’t happen and some act in unexpected ways.
Like a quest node that should trigger after object spawn only triggers once I loot said object
I am praying i don’t need to create 1100+ global variables
What I see from your current situation is that it's too hard to debug 1000 stashes + rng. It's just too much to deal with. Get back to basics with a simple 33% / 33% / 33% + 3 stashes. Test it extensively, make sure everything work from A to Z (including triggers when you loot as you said)
Once that base is confirmed 100% working, scale up to 1000+
So you'll see where it fucks up
Regarding triggers and such, you must be aware redunduncy is kind of special in quest nodes
BTW, to debug your triggers & nodes, use tutorial widgets, they will help you to know what is triggered and when
My_Node_Debug : struct.begin
SID = My_Node_Debug
QuestSID = My_Quest
Repeatable = true
NodeType = EQuestNodeType::ShowTutorialWidget
Launchers : struct.begin
[0] : struct.begin
Connections : struct.begin
[0] : struct.begin
SID = My_Node // <--- trigger
struct.end
struct.end
struct.end
struct.end
TimerRate = 2.0
WidgetType = 3 // 4 positions available: 0, 1, 2 or 3
TutorialHeadLocalizedSID = sid_tutorial // no custom text possible
TutorialTextLocalizedSID = sid_tutorial // no custom text possible
TutorialSID = tutorial_sleepiness
struct.end
volucris is atm the nr 1 quest modder and has a guide on git for custom quest
on top of that i have some info after u checked that out on how to create your own logiclevels in the world to spawn questareas and stuff tied to it
me and a few others yeah, not just me 😄
@unique hull send me the quest so i can take a look
Note that this repo needs a little update since we don't need to resort on SteamPlatformProviderEngine.ini or OnGameLaunchScripts.cfg anymore. Thanks to the new ModWorldSubSystem which can launch quest on game start now
true i will let him know
WHAT THE mini map called
There's a minimap? 
top left
It's a Stalker2 channel, there's no minimap in Stalker2. It's hardcore Stalker 
shi just seen that
Any mods getting made that offer to overhaul the game like anomaly did?
Not enough of the game exposed in sdk for that yet.
just compiled minimal example, doing testing rn, but in the meanwhile maybe you spot something obvious
ok nice _Random quest node works
but not _Start
MasterMod_util_Start? How would it not work, since it's the one that launch MasterMod_util_Random and all the rest?
How do you start your quest BTW?
testing via a console command, actually running by finishing RSQ quests
okok
XStartQuest BodyParts_Malahit start your quest, and will trigger MasterMod_util_Start > MasterMod_util_Random > rest of the code
once you get money for completing the quest it triggers my MasterMod_util_Start
So what's the problem?
yea, I need to turn that off, I don't want it to automatically trigger on BodyParts_Malahit quest
but I guess if I hook into BodyParts_Malahit quest, I need it to start first
shiit
Yeah it's mandatory
I guess I need a BP to trigger my quest instead
I don't understand, you can execute a console command on RSQ reward using NodeType = EQuestNodeType::ConsoleCommand that will start your XStartQuest BodyParts_Malahit
or I can skip BP if I trigger _Start or _Random via console command on RSQ reward
yee
nice hwk thinking alike
I would recommend to keep the current structure, it's good: Start > Random > Rest
right
I guess the culprit was that I didn't start the quest, thus my _Start node won't trigger even via console command. Because it has a prop RunOnQuestStart = true or whatever
LaunchOnQuestStart
Absolutely
This is actually the most important part of your quest. The one that handle the start of everything. It's the entry point to your script
MasterMod_util_Start : struct.begin
SID = MasterMod_util_Start
NodePrototypeVersion = 1
QuestSID = BodyParts_Malahit
NodeType = EQuestNodeType::Technical
StartDelay = 0
LaunchOnQuestStart = true
struct.end
You'll need that in every custom quest
Small suggestion: remove NodePrototypeVersion on your nodes, they are useless. It's for versioning, they don't have any impact
ah didn't know that
thanks
ok nice
_Start is still executed only once
my intention is to call it many times
calling _Random works repeatedly and gives me random stash every time
Show the code that start your quest
XStartQuestNodeBySID MasterMod_util_Start
I mean, the node that start it
literally
It should be on RSQ Reward if I understood correctly
SID = MasterMod_RSQ01_C01_Give_Cache
QuestSID = RSQ01_C01
NodeType = EQuestNodeType::ConsoleCommand
ConsoleCommand = XStartQuestNodeBySID MasterMod_util_Start
Launchers : struct.begin
[0] : struct.begin
Excluding = false
Connections : struct.begin
[0] : struct.begin
SID = RSQ01_C01_SetItemGenerator_Player
Name =
struct.end
struct.end
struct.end
struct.end
struct.end```
holup
ah nah, still nothing
ok whatever, I am going to trigger _Random directly instead since that works just fine
I would rather put it on RSQ01_OnJournalQuestEvent_RSQ01_Finish
it's more clean
And it will be easier to find other journal events finish for other RSQ
Oh wait, before that, your console looks weird
Use: ConsoleCommand = XStartQuestBySID BodyParts_Malahit
Or the shorthand: ConsoleCommand = XStartQuest BodyParts_Malahit
Your quest was already started once, so XStartQuestNodeBySID won't have effect as it's already started and you didn't ended it with a End node. I believe the issue come from the end node missing
But you don't really need that End node if you just use XStartQuestBySID BodyParts_Malahit or XStartQuest BodyParts_Malahit
These will just restart the quest
may work or may not
?
I know for sure calling _Random works repeatedly
don't see why bother with proper setup with quests etc
ok well... if you don't want a good starting structure before going full blown 1000+ complex rules. That's your call
if it works it aint stupid 😄
TBH I won't recommend such approach. It's important to have a correct code structure. You'll add more complexity, more stuff & quests, and your code will become hard to maintain
For you, and for people that help you
tada
sids quest triggers random and gives me one of 1100+ stashes
thank you very much for handholding and suggestions and explanations
but I do code gen, so I don't really care about structure in cfg
my code gen is well structured
For now
IMO you'll regret this. Once you'll want to add more complexity, more quests inside quests etc... IIRC you're working a overhaul mod, so it's just a question of time before that happen
But hey, that's your sanity, not mine 
one step at a time, my sanity meter is low already. once I get more energy back I'll do it properly
Little sneak peak, this is still a WIP but I wanted to show proof of concept needs a LOT of work.
That's cool af
Reminds me of the way skyrim rendered the world map where it's just a far away LOD taken from above and would show the glow of a dragon soul being absorbed
wtf? lithium question on minimap was about stalker 1. You took that question waaaay too seriously 
I getting this error i try enable
FIX: Enable `Pre-0.9.3.1 Saves still getting this error i need help?
This is a mod channel for Stalker 2.
sr
No worries just didn't want you getting left without an answer
Hi guys, i've come back after a long time because apparently 1.6 broke my mod
im trying to understand why / how but i cant even find the original config file my mod extended
did they move stuff? am i to dumb to use FModel?
cant find the AttachPrototypes.cfg anywhere everything is .cfg.bin
gotta download the SDK or download a patch 1.6 config dump, I think there's one on Nexus
found it, thanks https://www.nexusmods.com/stalker2heartofchornobyl/mods/1653
i see no reason why my mod should no longer work
did they change anything regarding mod loading / packaging with 1.6?
Technically you should be able to override whole cfgs still. I assumed you compared 1.6 version with whatever version you originally altered for your mod for changse?
You can technically patch sections now if that would help. Editing template structs can make things more complex though.
https://zonekit-support.stalker2.com/hc/en-us/articles/39357395461265-Config-patches
yep
RU_Laser_1 : struct.begin {refurl=AttachPrototypes.cfg;refkey=RU_Laser_1}
LaserSight : struct.begin
MinLaserDistance = 1500
MaxLaserDistance = 10000
MinLaserTimeOnDrop = 5
MaxLaserTimeOnDrop = 10
StartSocketName = LaserSocket
VFXPath = NiagaraSystem''
struct.end
struct.end
EN_Laser_1 : struct.begin {refurl=AttachPrototypes.cfg;refkey=EN_Laser_1}
LaserSight : struct.begin
MinLaserDistance = 1500
MaxLaserDistance = 10000
MinLaserTimeOnDrop = 5
MaxLaserTimeOnDrop = 10
StartSocketName = LaserSocket
VFXPath = NiagaraSystem''
struct.end
struct.end
thats basically all of it
packaged as Stalker2/Content/GameLite/GameData/ItemPrototypes/DisableWeaponLaserEffects.cfg
Also here is a video tutorial introducing new methods available for CFG patch in 1.6 which are really useful: https://www.youtube.com/watch?v=lRO7aK70JdM
It will good with a simple example of how it works
well ill take another look in a couple of hours, want to have some fun with Marathon as long as i still have access
thanks ill check it out later today
refurl/refkey didn't change in 1.6, so I would say the issue is not your code on its own. It's probably more about the game logic related the feature you patch, that changed in the meantime
Just a note about code, you override completely the LaserSight child. But you're missing some properties which are supposed to be there in RU_Laser_1 & EN_Laser_1:
LaserSight : struct.begin
MinLaserDistance = 1000
MinOffsetAimLaserDistance = 100
MaxLaserDistance = 10000
MinLaserTimeOnDrop = 5
MaxLaserTimeOnDrop = 10
LaserStartTraceOffset = -40
LaserEndLightOffset = 0.1
StartSocketName = LaserSocket
VFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/laserAim/NS_LaserAim_TPP.NS_LaserAim_TPP'
PlayerVFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/laserAim/NS_LaserAim_FPP.NS_LaserAim_FPP'
struct.end
So the issue might come from here. Maybe these properties are new in 1.6, or maybe now they became important (and they weren't in 1.5)
pretty sure that config looked the same in 1.0 🤔
or maybe now they became important (and they weren't in 1.5)
We don't really know what devs do behind the scene with their engine
valid point, ill try adding them all and see if that changes thing
the only thing i realy need to change is the VFXPath anyway
Take a look at the video I shared. You now have access to a new {bpatch} method, which let you change only specific properties without having to overwrite everything. It will be most likely very useful in your case
yeah that sounds like its the right tool for the job
So if you only need to change VFXPath, basically your mod could become:
RU_Laser_1 : struct.begin {bpatch}
LaserSight : struct.begin {bpatch}
VFXPath = NiagaraSystem''
struct.end
struct.end
EN_Laser_1 : struct.begin {bpatch}
LaserSight : struct.begin {bpatch}
VFXPath = NiagaraSystem''
struct.end
struct.end
Very tasty hmm? 
indeed 
It's a real nice improvement from GSC.
well wtf. two independent people have stated my mod no longer works with 1.6 and for me its still working flawlessly even after i verified gamefiles
is it because i am loading an old save? lol
could anyone verify it this works or not? https://www.nexusmods.com/stalker2heartofchornobyl/mods/514
Try with a new game, and you'll know
it would take me ages to find a laser :>
Use this to skip prolog: https://www.nexusmods.com/stalker2heartofchornobyl/mods/981
Use this to enable console: https://www.nexusmods.com/stalker2heartofchornobyl/mods/304
Use this to get any item with a console command: https://steamcommunity.com/sharedfiles/filedetails/?id=3375681819
Otherwise you can use item spawners mods like this: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1359
well now i cant get it to work anymore what is going on xD
Other than that, my intuition tells me it's not related to save. Laser are effect in-game, it would be really weird that laser effects to be saved in game data save TBH
yes same thinking here
im gonna take a look at the doc and video now and maybe try that before anything else
Remove all your other mods, you might have compatibility issues. Same for your users who reported it not working too
yeah verify didnt remove mods, ill reinstall now while watching
Moving all your mods outside of the stalker2 game folder is enough. like: C:/stalker2_mods_backups/
So you can keep a backup if needed
only had my mod in it currently but just to be safe ill reinstall and add it again
btw. the video also explains why my configs where all .cfg.bin in FModel
even with gigabit internet a reinstall is ~20 min 
Remember your CPU/SSD also work during the install
im aware 😄 it just amazes me that the actual connection speed is no longer the limiting factor
on the plus side i watched the video and packed a new mod with bpatch
just need to wait for the game to be ready to test
Yeah it's crazy, reminds me days where we downloaded a single mp3 for half an hour
yeah back when the internet made real life beep bop noices

You crazy man, now we got AI agent that can generate videos on-demand
nah take all my money and my pc and my cars and motorcycle and ai agents and give me back time, carelessness and the absense of back pain
and maybe lock away the motorcycle the 2nd time around so the back pain does not pop up again xD
I remember when people thought personal computing would lead to crazy things. Instead we got hallucinating chatbots and insane misuse of information. Every year tech feels more like a curse than a boon haha
pretty sure the crazy things are here right now lol
oh now you can properly patch non Prototype stuff as well? 
Right that was a big one
nice stuff, cant wait to get back to this game once i "finished" all the other ones
We're on the bladerunner arc
It's just the beginning of the crazy stuff
I was thinking Continuum, haven't gotten to the time traveling part yet that comes later.
i guess with the SDK we could actually make the laser toggleable instead of just removing it outright 
Yeah probably
Isn't time travel always a paradox? Time is an constant. If anything, it's a multiverse (yes, we're derailing strongly this channel
)
thats above my paygrade though... ill stick to editing configs with the pesants for now
If I meet a time traveler I'll ask and let you know 😄
Last thing I read is if you did go back in time the math surrounding it suggested it would heal to correct for whatever you tried to change anyway
ask if he can take me back to the pre-911 timeline
that was peak living
~mods is still the right folder for .pak files, right?
Look at the life like a computer simulation, and everything will make a lot more sense. Then you'll heal your sanity and just enjoy your timeline
Yep that didn't change
well neither one is working. did i understand this correctly:
the new files needs to be Stalker2/Content/GameLite/GameData/ItemPrototypes/AttachPrototypes/AttachPrototypes_patch_DisableWeaponLaserEffects.cfg
because the file im patching is Stalker2/Content/GameLite/GameData/ItemPrototypes/AttachPrototypes.cfg ?
Are you patching any of the template structs?
no im patching:
RU_Laser_1 : struct.begin {bpatch}
LaserSight : struct.begin {bpatch}
VFXPath = NiagaraSystem''
struct.end
struct.end
EN_Laser_1 : struct.begin {bpatch}
LaserSight : struct.begin {bpatch}
VFXPath = NiagaraSystem''
struct.end
struct.end
OH so you're literally just changing those. I thought maybe they were just examples earlier hah
with the original being e.g.
EN_Laser_1 : struct.begin {refkey=LaserTemplate}
SID = EN_Laser_1
MeshPrototypeSID = EN_Laser_1
LayerImagePriority = 4
struct.end
Try getting rid of bpatch on lasersight struct
It can be:
GameLite/GameData/ItemPrototypes/AttachPrototypes/Whatever.cfg
GameLite/GameData/ItemPrototypes/Whatever.cfg
im paking with repak, does that still work? 🙈
Since your original doesn't work anymore, and this bpatch doesn't either, you might consider GSC change the way laser work and your VFX fix isn't enough. There's other properties in there like PlayerVFXPath. Maybe GSC staretd to use it instead.
repak should be okay, but it's oldschool. Use this it's faster (just drag & drop folder = boom done)
https://www.nexusmods.com/stalker2heartofchornobyl/mods/374
i think that did it
Can't patch a struct that isn't there
indeed:
LaserTemplate : struct.begin {refkey=TemplateAttach}
SID = LaserTemplate
AttachType = EAttachType::Lasersight
Slot = EAttachSlot::Lasersight
bPermanent = true
Cost = 0.0
LaserSight : struct.begin
MinLaserDistance = 1500
MaxLaserDistance = 10000
MinLaserTimeOnDrop = 5
MaxLaserTimeOnDrop = 10
StartSocketName = LaserSocket
VFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/laserAim/NS_LaserAim.NS_LaserAim'
struct.end
struct.end
RU_Laser_1 : struct.begin {refkey=LaserTemplate}
SID = RU_Laser_1
MeshPrototypeSID = RU_Laser_1
struct.end
EN_Laser_1 : struct.begin {refkey=LaserTemplate}
SID = EN_Laser_1
MeshPrototypeSID = EN_Laser_1
LayerImagePriority = 4
struct.end
Oh yeah, good call! But it should get it from the refkey? hmmmmm
it is a struct though 🤔
LaserTemplate : struct.begin {refkey=TemplateAttach}
SID = LaserTemplate
AttachType = EAttachType::Lasersight
Slot = EAttachSlot::Lasersight
InventoryActionTime = 2.5
bPermanent = true
Cost = 0.0
LaserSight : struct.begin
MinLaserDistance = 1000
MinOffsetAimLaserDistance = 100
MaxLaserDistance = 10000
MinLaserTimeOnDrop = 5
MaxLaserTimeOnDrop = 10
LaserStartTraceOffset = -40
LaserEndLightOffset = 0.1
StartSocketName = LaserSocket
VFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/laserAim/NS_LaserAim_TPP.NS_LaserAim_TPP'
PlayerVFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/laserAim/NS_LaserAim_FPP.NS_LaserAim_FPP'
struct.end
struct.end
Yeah it inherits it from the refkey
just found these:
HP_Laser_1 : struct.begin {refkey=LaserHPTemplate}
SID = HP_Laser_1
MeshPrototypeSID = HP_Laser_1
struct.end
HP_Laser_2 : struct.begin {refkey=LaserHPTemplate}
SID = HP_Laser_2
MeshPrototypeSID = HP_Laser_2
LayerImagePriority = 4
struct.end
anyone an idea what those are supposed to be? are there new lasers in 1.6?
So yeah, it's most likely your mod fix which isn't enough. Find a way to test your mod 100% so you don't end up with "Oh it works. Oh wait it doesn't work."
If you're not sure about bpatch and how they work, try it on a simple test config which can be easily tested
Like, change the price of your laser sight
Or the weight. So you instantly see if your changes are applied
Haha i'd do a search for those in the other files to see what they're attached to, but I'm work 
doing just that right now
apparently there are multiple laser sockets now?
GunZubr_PP : struct.begin {refkey=TemplateSMG}
...
CompatibleAttachments : struct.begin {bskipref}
...
[5] : struct.begin
AttachPrototypeSID = RU_Laser_1
Socket = LaserSocket
...
[9] : struct.begin
AttachPrototypeSID = HP_Laser_1
Socket = LaserSocket2
...
MeshPrototypeSID = HP_Laser_1_Left
...
it is indeed the PlayerVFXPath that broke the old mod in the first place
because
RU_Laser_1 : struct.begin {bpatch}
LaserSight : struct.begin {bpatch}
VFXPath = NiagaraSystem''
PlayerVFXPath = NiagaraSystem''
struct.end
struct.end
EN_Laser_1 : struct.begin {bpatch}
LaserSight : struct.begin {bpatch}
VFXPath = NiagaraSystem''
PlayerVFXPath = NiagaraSystem''
struct.end
struct.end
does the trick
but i guess i will add HP_Laser_1 and HP_Laser_2 as well just to get rid of them all
unless they actually work now and the gun shots where the laser aims, in that case the mod isnt needed anymore
yeah Zubr-19 has light laser sight and a tactical laser sight
pretty sure it was only one at the beginning
I don't know. Congrats, you're our laser sight expert now 
always have been 😎
Hey guys, go slowly with our laser sight expert, he got some back pain
im back to enjoying the last couple hours of the marathon technical tests, thanks for all the help 😍
Hopefully they made some solid changes from last test. Was kind of bland
Yeah dude about that marathon. I don't know what you're smoking my dude, but the last test was... hmm
i find it a lot more engaging, but im not allowed to eleborate further 🙃
Bungie glazer?
big fat NDA this time around
Yeah no shit, there was probably a big crisis meeting after the first test
Like it wasn't what they expected, at all
That and the stolen artwork for the 100th time
Oh yeah and that... I almost forgot 
I always love when they apologize. Because it always reads as we're sorry we were caught. Not sorry we tried to do it.
Yeah it was crazy man
Then pick out a peon to scold and possibly fire as the fall person
If society doesn't find a way to pivot we'll definitely be looking at a the Temu 2077
Players shall be always reminded to vote with their wallet
Well, to be fair, we're not in a position to say that, with all the Stalker 2 A-Lie debacle 
Well at least they're still puting a lot of development into the game after so might still get it eventually
They literally did the meme
Oh no, it was just a marketing intern who removed the A-Life from steam page by mistake
True true
Yeah, and personnally as a player and modder, I can see a lot of love and attention to details was put in that game.
It's kind of similar to cyberpunk (in terms of love <> marketing fucked up)
Yeah
My guess they had some rough technical issues among other events outside their control and just set them back further than they were expecting
Toss on an Xbox/Microsoft obligations and you're stuck between a rock and hard place.
Without the microsoft money, the project would be way smaller. Microsoft basically showered them with cash
I'm sure they got some money possibly some extra support for year exclusive and then you have the obligations for Xbox Live inclusion
I can't find any figure, but Microsoft is well known to spend a lot of cash to get exclusivity on XBox/Gamepass. IIRC it's around 1 billion $ per year to bring third party games on game pass
There was a document that leaked with price microsoft was willing to pay for games to get on game pass. $100 million for Assassin creed mirage, $50 million for dying light 2... Like they literally shit money
https://www.gamespot.com/articles/heres-some-sense-of-how-much-money-microsoft-pays-for-day-one-game-pass-launches/1100-6517832/
Microsoft was probably urging them to release their game and stop delaying it again and again. Which would explain its state at release
-But... But... We still need to make animation for the toilet paper and..
-Release. The. Godamn. Game.
Good job on the mod update
https://www.nexusmods.com/stalker2heartofchornobyl/mods/514
Out of curiosity, what's the deal with lasers? Why would players disable it?
(at least when i last played) lasers were incredibly inaccurate, i.e. they would point wherever and not at all where the bullet would end up
at least that was my reason and some people just dont like how they are displayed / rendered, be it because of art direction or realism
and it was an easy mod to make especially once we figured the ref stuff out and the mod could no longer realy conflict with another one just because they wanted to change something in the same file
and others managed to mod mutant parts into the game with the SDK still being almost a year away while im sitting there essentially deleting some lines in a config file calling it a "mod"
i was however somewhat proud of my mod conflict detection script (the first one on nexus i believe) however others had the same idea and implemented it far better, even as far as automatic conflict resolution / merging
though im so glad this is finaly behind us
Where can I find weapons mods? Or are they already in the game? I would like to have more modern AR's and attachments. I just dont know where to find the files or what to do.
Hey guys, can you help me get rid of this trash sound that's present in the crafting menu in the Craftable Zone mod? Any ideas on how to remove it or replace it? It's really annoying.
would people want just a buncha paks or would you rather have a tool to replace skifs pistol with anything you want
There are already mod that lets you use any weapon as sidearm and at the same time give you possibility to move Skifs pistol
So better a tool I believe
@ancient monolith
OXA standard / prototype has lines exclusively for this as well.
But there is a perk to it being "skiffs pistol" the anti-burer yank
I was just going more for a "ng+ loadout" kinda thing. And a simple tool could probably be really cool
True
This one you mentioned about burers
Okay, it’s sounds legit then
Wish you a good luck with doing this stuff
It would be also great
To add magazine load out system
But it’s just I’m telling as idea
Maybe you can find a way around that
Oh yeah that's already totally possible. All attachments and tech upgrades. But
The problem is base game has like.
Well yeah. It would then be dependent on other mods.
But if you will add strings rather then replace them it must be good with bpatch merging
Or I saying something wrong?
no
People just don't realize that was built with access to source and even getting something similar will be up to how the sdk shakes out over it's development period
and with hundred's of other people's mods/tweaks/hours of work consolidated into one modpack.
You can get similar experience with mods:
- OXA prototype
- Lootable and Craftable zone
- New game start - a free play mod
It’s a little but anyway something towards gamma like experience direction
Thanks everyone.
what are some good realistic mods for stalker 2?
Define "realistic" mods
like making the game a bit more pretty or stuff like that new guns that sorta stuff
yea not that kinda realistic
heya devs
whats wrong with my QuestNodePrototype? RSQ01_C06_Reward_18 : struct.begin
SID = RSQ01_C06_Reward_18
NodePrototypeVersion = 1
QuestSID = RSQ01_C06
NodeType = EQuestNodeType::SetItemGenerator
Launchers : struct.begin
RSQ01_C06_SetItemGenerator_Player_Launcher : struct.begin
Excluding = false
Connections : struct.begin
[0] : struct.begin
SID = RSQ01_C06_SetItemGenerator_Player
Name =
struct.end
struct.end
struct.end
struct.end
TargetQuestGuid = AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
ReplaceInventory = false
EquipItems = false
ItemGeneratorSID = RSQ01_C06_reward_18
Conditions : struct.begin {bpatch}
[0] : struct.begin {bpatch}
[0] : struct.begin {bpatch}
ConditionType = EQuestConditionType::NodeState
ConditionComparance = EConditionComparance::Equal
TargetNode = RSQ01_C06_Spawn_BanditSquad_P2
NodeState = EQuestNodeState::Finished
struct.end
struct.end
ConditionCheckType = EConditionCheckType::And
struct.end
struct.end
Condition is ignored and it always sets item generator
So it begins 
fixed it; for conditions you need nodetype condition. Also to check if the node was executed, need to use conditiontype bridge
Didn't expect to see scoliosis in S2 modding
I cannot wait until Grok starts modding stalker 2 IF he does. As well as the anomaly team. Hell all those absolute LEGENDS.
Well, you'll have to wait, because i don't think they will :)
What about CoC team?
You'll have to wait for
- Anomaly 1.6 release
- Full S2 modding tools release
- Year 2077 for Grok
- More modmakers to care about S2
Also i need you to understand that modding the x-ray engine won't bring all the knowledge you'll need to mod UE5

u got any reccomandations?
More close to vanilla would be right HDR preset, check Pankotan modder at nexus mods, he have some cool mods changing flora and also posted HDR preset
Other hand realistic is using HUD editor to disable HUD and on to of it place bodycam preset
It will feel really immersive
Also cool mod is Gas Mask, one that is not reshade, it have different mask overlays that you can cycle through
Also with bunch of mods you can turn other aspects to feel more realistic hit me in DM and I can share what I use
oki
PRZ - COLD LIGHT
hi where can i find addons topic here for gamma?
@dense swift 
_ _
@noble berry, remove your Newcomer role to:
- gain access to the restricted part of the server;
- ask for help/support with custom modlists (enabled/disabled mods in MO2);
- download additional mods for GAMMA;
- talk in the #╓☢stalker-chat (you'll need to be Rookie in order to post in this channel first)
▶️ Go to #⏩start-confirm to remove the role, but ONLY after you have successfully installed AND launched at least once the mod pack.
hi can anyone help me?
I'm trying to make a mod where you can set in mcm artifact slot multiplier and efficiency bonuses or debuffs
like say edit suit artifact slots (double of original) while making efficiency of equipped artifacts (say half of original)
I managed to find a mod that adds a flat artifact slot bonus and edited it to add slots as dependent on original suit slots.
- How/Which functions do I patch for returning the efficiency of artifacts?
How do I access the current efficiency of the artifact?
(I know how to multiply it with the mcm factor)
You're in the modding chat for stalker 2 :)
sorry
I'll just pitch in my unpopular opinion and say that S2 doesn't need Grok to work on it, a new take on a full-scale overhaul is much better than GAMMA
I’d just like to see him and talented modders like him to contribute to stalker 2…. Eventually. Stalker 2 can be modded for just as long I hope as I found the stalker series with stalker 2.
I think the scope of what modders will have with the SDK will allow them to all make their own 'GAMMA's' which is why people think stalker gamma is so special in the first place is how influential it is for utilizing varied combinations to bring a modular/personal experience. I get it. But you got OxA/Stalker Unlimited/Rusted Dawn/ etc that are all very enhanced experiences that start dipping their toes into that GAMMA feel while still being recognized as being their own thing.
I'm playing with Rusted Dawn but it wasn't updated for a few weeks and things starts to break and mods which modpack is based on (like OXA Prototype) has been updated frequently but not the modpack itself so it causes issues. And right now I cannot recommend Rusted Dawn at the moment. Stalker Unlimited seems to be more up to date, same with OXA Prototype (but it have some flaws too)
Yeaaaah.. I never played Rusted Dawn, i heard cool things but i felt like it uses too many older mods
The best modpacks are these that are getting quickly updated after the main game update. Hate the feeling when I must wait for weeks for modpack which I'm playing to be updated and be able to finally play again
but there is also a patch right around the corner, so they be cooking rn.
I dont know, Rusted Dawn creator is silent for many days
i think it's a little too early in the games life for modpacks and nexus collections. the game is still constantly changing.
that's why i just download everything myself so ik what works
Yeah, I think ill make something on my own and will choose only mods that are getting frequent updates
i think i only have 2 or 3 mods that are from the launch period and they're like HUD stuff
I would like to try out the new guns like SCAR or other rifles but it seems that they have many config conflicts with other mods
And without necessary compability patches you cannot use them basicly
you update your mods mofo
Cannot imagine for myself to play only with 2 or 3 mods XD
There's so much of good stuff
so mine isnt part of those 2-3
they're mods that haven't been updated since launch and they are HUD background for interaction and UI
Dead Zone is a must have for me (personally), not to mention ballistic mods and alife mods (shays for example)
shays overhaul wouldve went hard huh
fuck all other modpacks
guides? fuck u aint using one if it was on me
u better get the highest rep
Point of No Return is going to be nice also
constant update limbo due to game updates
That one yeah. it's gonna need a LOOOng time to cook
finished -> update breaks -> update mod -> finished -> update breaks
i miss MHM :c
And its cooking for a loooong time already
rince and repeat until large gaps in updates
yeah neverending story xd
its why stuff like rusted dawn loses momentum
u got the mood and hype but once u end in the update cycle u lose that quick
and personal life
but they're trying to do a whole new story, new quests, guns, building etc
not everyone have 24/7h for sitting on pc
the biggest reason is as someone who does modpacks -> u lose mood real quick to put in work to update your stuff when the backbone is done by others with their own schedule
yeah it has grown alot
previoulsy it was suppossed to be an improved zivakas modpack
Has anyone had a run at installing S2 zone kit on a Linux system?
);
Anyway, please keep working on updates
They told 1.8 will be not so soon
Only because you always trying to improve it we have such mods
Thank you 🙏
Yeah Shay, keep it small and simple. Be in it for the long run. Dream big in 5 years when GSC has delivered the actual game
works fine under proton (using heroic launcher)
im on debian 13
ohh ty ty dont worry about me ill be fine 😄
in 5 freaking yeears? ill be cruising down the street in my 64 (i will be binging gta6 on pc)
I’m taking this seriously since through all the Stalker game only because of modders those games still alive and playable in terms of modern standards
You are the one who constantly and consistently working on it
So you one of the core mod makers at my viewpoint atm
I know how it can be exhausting to do some things like that and how much resources it may take in terms of free time
So I just want to give a kind words and remind that your work is seen and known, it have impact and we count on it
Thank you
Thank you Shay
Is it possible to add modded weapons to enemy loadouts? Instead of having to buy from trader / spawn them in
guys i dont know if this is the wrong place to ask but how can i find sss21 or older versions?
nvm found it
Is there a mod for multiplayer? I been curious about it
No
Yes, there are some mods for it
Ive spent hours trying to make the ram2 shoot both barrels at once (double damage but 1 shot per pump) and have wasted so much time doing trial and error.
In TemplateWeapon there is a param otherwise unused called ShootingAnimationNumberToSkip = 0and doesnt seem to do anything to the RAM2.
FireIntervalModifiers : struct.begin
[0] = 1.f
[1] = 7.0
struct.end
BoltActionState = EBoltActionWeaponState::ReadyToShoot
ShouldOverrideCooldownAfterShots = true
NumberOfShotsBeforeDelay = 2
PostShotDelay = 0.65f
ive tried every variation from WeaponGeneralSetupPrototypes.cfg in this block but to no avail.
im suspicious that theres a blueprint I cant be assed to download the whole zonekit for that the ram2 actually is beholden to a 2 shot 1 pump mechanic
it's probably something that's hard programmed, I see no blueprints for the RAM2 but the animation for shooting specifically pumps the gun every time
Right. I saw the anim sequences and just copied all the "-second" and renamed them with the corresponding "-first" just to see if that could work but I probably didn't do it right.
Guys, is it currently possible to make a mod where you lose an entire magazine when you reload ?
like.. magazine and ammo management or just reloading half a mag makes you lose the other half of the ammo
I don't think sdk gives access to reload/ammo logic. I could be wrong. Sort of a work around might be detecting what key/button is mapped for reload and then when it's pressed finding how much ammo they currently have in the gun, what mag size and then subtract and drop some from inventory.
Not sure how feasible that is either, but probably more likely.
Thing is to separate clip from weapon model
I believe you can try to look for a solution around custom magazines (extended and etc) since they are separate from weapon you might be able to make standard also separated
Next step will be to separate clip from weapon base model completely
My guess this guy talking about load out like mod for Gamma
Where you need to fill magazines with bullets and then prepare your load out
So you can have only 2-4 clips available, depends on the clip type and how many slots for each magazine type you have
And if you will empty all clips you will need to put bullets back again
Can we get a mod that converts the Night Stalker back into .45?
I need God's calibre in all my pistols
Well you will have to wait
Good retirement plan
same lol excited
Hey, sorry to bother y'all, but i'm having a problem with my head mesh mod for another UE game, would like to know if is ok to ask for help here, i'm running out of options lol
I can wait if mods start working on it I’m definitely gonna support it any way I can
I thought you said you can't wait?
https://tenor.com/view/sml-joseph-make-up-your-mind-dude-make-up-your-mind-supermariologan-gif-2759528984662491816
Wait bruh, stalker 2 gamma? 🤣
Yes, which he both can and cannot wait for
Hey people! Does anyone know how to setup **working emissive materials ** for STALKER2 mods? Apparently it's not as straight forward as initially thought...
The basic PBR materials do have a form of emissive component, but no RGB texture input can be used for the emissive and enabling the emissive component seems to break the material in game...
is this gamma 2 
Nope, but what I used to get closer to this experience
I think new Clickraid mod list is more closer to gamma like experience
You can experiment and use mix of some mods from my list and their mod list, just keep in mind dependencies
I use as a core OXA prototype and they use Stalker Unlimited
Also both mod lists will be no go after update 1.7 until we will be sure all mods updated or working correctly at the newer updates
I have added some mods to my list and can update it later today / tomorrow, depends on your timezone
oh sure, feel free to drop whenever you can!
I will DM you
is someone making an rpg character skill mod?
OXA prototype is so cool but I wish there was a version that includes everything EXCEPT for ballistics changes. The better ballistics mod just perfected that and I really dont want any other mod to handle that.
like just draw the line right here haha.
Did you tried ballistics from Stalker Unlimited or older FUBAR?
I think this two is best
In terms of ballistics
@tidal yew
Some guy posted he merged OXA prototype and Stalker unlimited at the Stalker unlimited comment section at nexus
You can try to ask him
Maybe he will explain how to alter it with the mod you prefer
I cant say I ever used Stalker Unlimited, I have always just combined OXA standard and better ballistics
Ohh but I recognize this mod, I liked the idea of the changed weapon progression.
I give it a try if it is updated to 1.7
Like gold fish now slows the bullets velocity for example
As a downside
And it actually does
I was using prototype
But atm i use Stalker unlimited and standard
Feels more rewarding
But prototype also was fun af
Especially custom barrels on weapons and etc
yes I really dig into the idea of changing your gun barrel in an instant to change a long distance G36 to a close quarter G36k (for example)
And for me it was other direction
I put 20 inch on HK416
(;
But in a core we enjoyed same thing about this mod
So yes, I will look forward on how to merge them
Maybe I will reach this guy by myself for next playthrough
I have written a post under the OXA post if an OXA prototype version is planned that is combineable with better ballistics. Its not that I dont like the ballistic changes in OXA but Kazz Better Ballistics mod really is the personal pinnacle in terms of gunplay mods.
you can really feel the difference between every caliber so well
I can unpack better ballistic to see what cfg it modifies
And use bcompare tool to check the difference
But I think I might don’t know some things about those tweaks
So I better find someone who is 100% sure of what they do
yeah I also dont know anything about that. I also think there might be conflicts between better ballistics dmg changes and all the modification you can do in OXA. But who knows, maybe I receive a nice answer from the creator of OXA! I´ll keep you updated.
And I will update you if I will Unpack it and understand for sure what and how it can be merged
He can also be found here: https://discord.com/channels/912320241713958912/1322530320494628945
👍
Stalker 2 - v1.7 Patchnote: https://steamcommunity.com/games/1643320/announcements/detail/596291616874954994
Complete changelog: https://www.stalker2.com/news/update-1-7-patch-notes
More info about the new Master Difficulty & Expedition Mode (presented on game launch)
100MB ZoneKit update
Annnnnnnnnnd the ZoneKit doesn't launch anymoreNo more
/Binaries/folder in it
There's a line in the changelog:
Mod Support: Selective Download (Zone Kit is separated into multiple chunks: The Lesser Zone Kit, Zone Kit Editor, Cutscenes, World Map)
Great, I guess we need a full redownload from scratch!
At least the ZoneKit 100MB update had the new cfg files
Uploaded the Stalker2 v1.7 cfg files dump here: https://www.nexusmods.com/stalker2heartofchornobyl/mods/1653?tab=files
Haha that's a good point
Can someone make a character rpg mod, I don't have 700gb of space for the mod kit
Good morning, yesterday I installed the Prz mod to get a more realistic view. After playing it for a while, I received an update from Steam. I think it's 1.7, and now the game won't start. What can I do?!
^ remove mods and relaunch, mods need update
a lot of mods are gonna be broken unfortunately
Can I prevent this from happening again? The update was performed automatically.
turn off auto updates in steam
you want the major patches from gsc tho,
I have now uninstalled and am reinstalling the game. I hope I don't lose my saves.
well i dont think you had to completely reinstall the game to disable/remove your mods, but if you have fast internet i guess thats the easiest method
Yes, exactly. I'll reinstall it in 20 minutes. I deleted the mods, but it still wouldn't start.
oh dear 
Reinstalling is generally a waste of time, most files that are unique to your install (and likely causing issues) will be in the Appdata folder which is rarely purged by a reinstall
C:\Users\USERNAME\AppData\Local\Stalker2\Saved
Just make a backup of it first, as all your saves are in there
@ruby rain
I just cancel all mods and now is running and now is compiling..
I'm sure this has been asked a dozen times but is there a way to merge your entire mod list or check them for conflicts? I've got ~50 mods and most of them are working but I'd like to start adding in things that might have conflicts but I'm not too sure how to go about it.
but nexus is a shit resource. It almost always doesnt allow to download big files in free mode... mb goggle drive?)
omg i did it. I downloaded it on my 10th attempt )
Check for a mod conflict txt log and csv in C:\Users[Your Username]\AppData\Local\Stalker2\Saved\Logs.
Conflicting mods overview.txt / Mod conflicts.csv
Is there a tutorial anywhere on how to do 'bpatching' ive seen that alot and presume its a way to overwrite or add data to config files without overwriting the entire file?
Tutorial for the SDK (ZoneKit) for S.T.A.L.K.E.R. 2. What is new in Phase 2 and some short examples of new features.
ZoneKit Links
ZoneKit Download: https://store.epicgames.com/en-US/p/stalker-2-zone-kit?lang=en-US
ZoneKit Documentation: https://support.stalker2.com/hc/en-us/sections/36534422256017-The-Modder-s-Zone
TIMESTAMPS
00:00 WHA...
I believe this is it
Hello guys, how can i check if the mods that i used before new update are now upgraded to run with 1.7 patch ??
trial and error
Where did you get your mods from?
Perfect XD
NexusMod
You can check the mods page, nexus will usually show update available if it thinks you dont yet have the latest version, vortex if you use it also shows if updates are available. Make sure to check posts about any people reporting crashes or issues or anything indicated by the mod maker.
You can also click your profile and check your download history
That's great idea...beacuse i do not remember all mods that i downloaded...
Right now, stuff is going to be finnicky since game just updated but yeah.
yep..
You can also go to:
STEAMLIBRARYLOCATION\SteamLibrary\steamapps\common\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks~mods
and look for the names of the mods you have installed
i had to reinstall everything..i lost all data 🙂
Then download history is your best bet
Yes my friend.And i just saw that all mods are updated before 1.7 ...Nothing to do. Just wait..
My "Carmel" looks so ugly right now XD
really ?
Google steamcd downgrade game version
Gracias
move command?
XSetNoClipGSC 1 100
is it me, atlernative Aim does not work with 1.7 update ? I only have prz mod but the aim didn't work even before..
Check if the most recent files were uploaded before or after the patch dropped.
After 1.7 i got only that mod.. 👀
Hey... total newbie here when it comes to modding. A mod I like hasn't been updated since 1.3 and it's screwing up all localizations. I'm trying to fix that on my own. Got Fmodel, UnrealPak, S2HOCMM and a few other tools - but I can't extract the localizations from the broken mod to try and diff the stuff to bring it in line with 1.7. I can haz halp? 🙁
Realistically a v1.3 mod is gonna be screwing up more than localization
does it have json files available for download
Not that I have seen
I guess I'm SOL
Wait, actually they have loose loc files
which mod is it?
Artifacts Reforged
ok so at a quick glance it overwrites all trader inventories with versions from v1.3
Not noice... gonna take a little more than adjusting locales.
yea, that's the sad thing about old mods
they might 'work', but until you go poking around it's hard to tell how much they affect
I'd settle for just getting the new artifacts in place tbh
like all those ancient mods for stamina and carry weight - they overwrite a file that's literally called 'CoreVariables'
so you can imagine the kinda carnage that causes
Why can't we get S2 working with MOO2...
if you've ever had problems looting mutants - that's a corevariables mod
MOO2 wouldn't fix it sadly, it's just the way the mods themselves are set up
GSC added 'bpatch' which will improve stuff like that significantly
but in v1.7 they kinda broke something so we're a step backwards now
Oh well. Guess I'm gonna wait a while till I dip my toes into this pond then. Thanks for enlightening me 🙏
Anyone using PRZ? I can't get the nvgs to actuallly take any effect aside from adding color to the screen the the dot effect flickering but no brightnening of the dark areas
Hello guys, I played a lot with patches 1.3-1.4 on gamepass and just bought the game on steam, but i'm encountering CTD with ANY mod enabled.
do you know what i should look at?
Probably outdated mods
i just tried with only the bloodslpat mods by shay, updated for 1.7 but it still crashes
with acces violation exception
OK so the problem was that OXA standard and Stalker unlimited don't work well together at this moment and apparently they messed up my installation. Verifying file integrity in steam fixed the ctd issue, now i've to decide which mod to keep 😄
Can anyone help me find the stamina value for the player? I am working on a UI mod and I cannot for the life of me locate any player stat values like current stamina, health, and so on. All I can find are values to change say the stamina rate but not the current value. Anyone have any ideas where I can look?
Edit: Nothing was found in the cfg files for anything that would indicate a current player stamina value. I looked through the BP_Stalker2Character but again nothing was found. I did a reference search for BP_Stalker2Character and found a RTPC_StaminaLevel node AkRtpc. Which is audio based. Just need to try and figure out what value they are imputing into that node.
Has there been a mod made to change the blowout in STALKER 2 to be more like the scary ones in COP or Gamma?
Hi is there anyone i can hire to make me custom mod?
probably, but there's a lot more people who'll take your money and disappear
what is it?
I would like new standalone weapon
well, don't pay anyone in advance
there's a handful of mods that add new weapons
even less that do it well
ok thx for heads up
I'm a bit out of the loop, can you fiil me in real quick the state of S2 modding right now ? Why don't we see a lot more custom weapon mods ? And what are the current new weapon mods right now ? Thanks
I figured since we have access to the SDK things should be going smoother (barr the download size)
While we have access to the SDK, it's not complete it's still a work in progress. That causes multiple issues and on top of that S2 is going to be getting an engine update in the future so it's up in the air as to what is made now will work then.
To make new weapons and attachments isn't as easy as you might think as they need new custom animations, skeleton sockets for everything (which alone is enough to make you want to play in traffic and they also don't play well when multiple mods try to edit them YAY!), then you make cfgs until your eyes bleed and hope you didn't screw up the formatting or you get to go on a hunt for where you goofed lol.
Roger that. I’ll come back next year then lol
I'm trying to make some new/custom magazines for the Gambit and Sharpshooter for a realism mod I'm working on. Where I'm stuck is I can't get the magazine to appear on the 3d model. It shows in inventory though. When this happens the gun gets super bugged out and can't reload, fire, or ADS.
My best guess is I need to extract and make "new" assets that are the same as the originals, but with SID, etc that match the new magazine.
Literally exactly the same as the original 30 round mag. But only 20 rounds for the Sharpshooter because 30 rounds of .308 ain't fitting in the original magazine, lol.
Your AnimCollection isn't set up for the new magazines
I thought it would use the same assets for the default magazine the way I did it.
It''s the same as the default magazine for the m16, only difference is a 20 round capacity, and I blocked the drum magazine from being used.
I'll need to copy all the original assets and rename them to match the SID "GunM16_Mag308" for example?
The AnimCollection defines which animations to use for each attachment - if it doesn't have an entry for an attachment's SID, it doesn't know what to do with it
Ok, I was thinking it would use the same AnimCollection for GunM16_DefaultMag because I refkey'ed it.
I should be able to make a new entry that tells GunM16_Mag308 to use the same AnimCollection as GunM16_DefaultMag?
You need to modify AnimCollection_fp_m16 to include the new magazine's SID
Is there a faster way to copy and paste everything over that I should know about?
nah, it's a nightmare tbh
you can shift+rightclick to copy sections, shift+leftclick to paste them, that's about it
thanks, I think I got it flanged up and you helped me learn what I needed 🙂
no problem 🙂
You been a busy bee this patch, oxa
Im sorry for asking this on the mods chat but i guess only you guys would have actual data on this, can anyone tell me if using a full suit actually gives you less physical protection than using a helmet and body suit? the ingame stats screen seems to imply that, but getting almost 50% of the bar from a gas mask is a bit weird.
so far i can confirm [acesrealflashlight] is not compatible with the latest hotfix
When I get further into my Realism Flange Pak mod, I want to make all attachments realistically accurate in the sense of picatinny rail compatibility. And also make suppressor compatibility based on what caliber the gun is.
Are there any general tips and tricks for making that flange that I should be aware of?
I made progress, but have an issue I'm guessing you're familiar with. I'm getting backpacks instead of the model for the actual magazine. I'm guessing I also need the static meshes from the original magazines?
Also I'm using {url refkey} and {bpatch} instead of modding the entire config file if that makes a difference?
You made a meshprototypes.cfg similar to this right?
Nope, but I will now
OK you may or may not know this but if you right click on your asset in the SDK and select copy reference path of something similar it will give you some of the text you need to put in the MeshPath = area
thanks!
wtf, seriously?! they need to make it patch without redownloading the entire thing
GunM16_Mag308Empty : struct.begin {refurl=MeshPrototypes.cfg; refkey=[0]}
SID = GunM16_Mag308Empty
MeshPath = StaticMesh'/Game/_Stalker_2/weapons/sturm_riffle/ar_m160/SM_ar_m160_mag_empty.SM_ar_m160_mag_empty'
struct.end
GunM16_Mag308Full : struct.begin {refurl=MeshPrototypes.cfg; refkey=[0]}
SID = GunM16_Mag308Full
MeshPath = StaticMesh'/Game/_Stalker_2/weapons/sturm_riffle/ar_m160/SM_ar_m160_mag_full.SM_ar_m160_mag_full'
struct.end
GunGambitUDP_MagDefaultEmpty : struct.begin {refurl=MeshPrototypes.cfg; refkey=[0]}
SID = GunGambitUDP_MagDefaultEmpty
MeshPath = StaticMesh'/Game/_Stalker_2/weapons/pistol/p_udp/SM_pt_udp_mag_empty.SM_pt_udp_mag_empty'
struct.end
GunUDP_MagDefaultFull : struct.begin {refurl=MeshPrototypes.cfg; refkey=[0]}
SID = GunGambitUDP_MagDefaultFull
MeshPath = StaticMesh'/Game/_Stalker_2/weapons/pistol/p_udp/SM_pt_udp_mag_full.SM_pt_udp_mag_full'
struct.end
How does that look?
Looks good but if you created a new mesh it should reference your mod pack not just /game/ like this does
Im not entirely sure what youre up to though
Custom magazines that only changes the capacity to be more inline with reality. You're not fitting 30 rounds of .308 in a 30 rounds mag for 5.556, similar for the Gambit(a UDP in 9mm)
Those are 2 different configs Ive shown fwiw
No new meshes, reusing the old ones
Packaging now.
My goal is to make a realism mod that doesn't change too much from Vanilla. Make all picatinny attachments properly compatible. Make weights, calibers, mag capacities in line with the real thing(some stuff is ridiculous, lol.) Make ammo and ballistics realistic overall.
Yeah what will and wont attach to stuff was really underwhelming in vanilla, considering what a pain in the ass the socket positioning is though from my experience cant blame em too much tho lol
Took me weeks of my life to do all that shit for my mod and that was full workdays essencially.
Indeed, it's a lot of extra work. But I can't stand how a picatinny rail attachment doesn't flange on any picatinny rail.
I was already playing with giving the Gabion an optic that actually makes sense. And that alone was a pain in the butt.
yea someone should do that already
Be warned mods that edit weapon skeletons don't play well with each other so if you have anything else installed you'll need to get rid of it before you start your work and testing.
Thanks, I don't have any mods that add new attachments.
I'm getting an error about DLCGameData when I try to package?
Did you edit any DLC stuff?
No, this is weird. Maybe I need to download that 2nd new version of zonekit and that'
s why they dropped a new one again so quick?
Possibly, I didnt even get to try the one because as soon as the damn thing was done DLing 400gb it instantly started updating again 🙄
Im again sitting here doing that shit again and itll be hours before its done lol
"LogCook: Warning: AsyncIoDelete found unexpected directory 'D:/ZoneKit/STALKER2ZoneKit/Stalker2/SavedMods/Cooked/FlangePakRealism/Windows/Stalker2' in its SharedTempRoot. This directory will block cleanup of the SharedTempRoot, please delete it manually."
I figured it out, I made a backup before cooking a new one and left it in that directory instead of moving it.
oh ok
I will be editing DLC stuff and I'm wondering if anyone has decoded the .cfg.bin files yet?
FWIW you can add the ending packaged folder to the quick access on windows to save going through a dozen folders to get to your files
I already have a bunch of shortcuts in a folder for that specific reason, lol
ah ok lmao
as for the DLC files I'm using edited copies of copies from mods that came out forever ago long before they got turned into bins
I meant to get serious about this mod before 1.5. I have some chronic illness/medical issues and life stuff that have been getting in the way of flanging this mod up. I'm new to the ZoneKit and how to {refkey}/{bpatch}. But not new to modding or S2 modding.
I extracted all the new DLC files(pakchunk101-Windows.utoc - pakchunk108-Windows.utoc.) but don'
Sorry about your issues you had to deal with, to be real though it's way easier to mess with stuff now with bpatch so you saved yourself some grief in that department
't know what's actually new in them
thanks
Indeed, I'm kind of glad I wound up getting delayed, lol
The main thing I can think of that changed in the DLC cfgs over time was just offset aiming
might be some other changes but I'd been refurling then bpatching them for awhile so could of missed something
Im just a scope man though that's really all I fidget with
I get they probably don't want them in the ZoneKit because you can just package them as a mod. But you can do that anyway, just with extra steps.
Pretty well lol
"LogWindows: Error: Ran out of memory allocating 18384 bytes with alignment 16. Last error msg: The paging file is too small for this operation to complete.."
I bet that will stop when I update to the new new version
Ive seen people have that before, not sure if thats related or not.
Hmmm, maybe it is my pagefile?
Well something similar anyway cant remember exact error
Not sure of your setup but is possible and to be honest its been so long since I did mine I dont remember how
I keep a minimal pagefile as much as possible, I probably do need to make it bigger
Being that I only need to add the modded meshprotypes.cfg I can test this while ZonePaq updates
FWIW you can use the PakTool to extract and repack your .pak file you made in the zonekit for faster edits if all you are messing with is .cfg edits
it doesn't compress it as much as the SDK but it works fine for quick tests.
I figured that out back when the zonekit took 6 minutes or more to pack anything lol
Indeed, I use the zonepaq toolkit for the GUI
ZoneKit takes fucking forever, lol. Just starting it up takes way too long. I need a 2nd decent PC(like a SteamMachine, lol) to mod on so I don't have to tie up my primary/gaming pc to do modding
There was maybe still is an issue where you need to do some exclusion thing for it in windows defender to speed up launch you might need to do
My pc is from 2019 but was really good and I can be up and running in like a minute and packing only takes 30 seconds to 1.5 min depending
That doesn't suprise me
Hopefully you have it on an SSD or yeah itll be slow as balls
just a regular SDD, not an m.2
I was assuming the mid tier SSD was the thing slowing it down so much. An m.2 is way faster.
Intel 660p Series M.2 2280 2TB PCIe NVMe
thats mine not sure how it compares to urs
an reguar ssd caps out at 600MB/s because it's still SATA 3
oh ok yeah that would make a big diff
my m.2 drives are WD blacks, but they're in use
I have 2 of those Intels and I put the SDK along with some (although less now lmao) games on my 2nd one.
anyone can help me with f model and aes key?
As I understand it you don't need an AES key for Stalker 2, they undid that early on to make modding easier
any idea in f model why i see all the pak on the left but cannot open most of them? even if i go in search no file shows
Go to pakchuk0, then double click it and look at the tabs above it. The stuff is in there, not the main window
anyone had any luck with transparent materials post-1.7.1?
You're very welcome!
@queen bluff (ivangrozniy1487) has been banned for reason: Seems to have joined only to ping some random user to call them a loser. As a bonus, carries Russian Imperial Movement flag colours in pronouns.
Oh I didn't notice the almost funny numbers.
It seems like using // to comment stuff is broken, that may be the source of many issue atm
I had all sorts of weird issues with doing things bpatch style. It can be very very picky about how you format things.
unfortunately this issues is entirely within the SDK, no configs involved
I should be more specific, comments within a {batch} node seems to cause issues.
I really figured out how to Bpatch though. I got my mod working completely as far as I can tell.
For stuff like BlockingUpgradeProtypeID and Effects like low rad you can make it " = Empty" and that clears that effect.
BlockingUpgradeProtypeID = Empty removes the upgrade from being blocked by a prerequisite for example
For Bpatching, the node's structure/format really really matters. That was most of my issues. It wont give you a formatting error or anything like that though.
It just crashes and shows the same error code (Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000a8)
Basically that error seems to indicate there's a problem with the mod related to using bpatch and/or refurl + refkey.
Also Iearned that if you want to bpatch a non prototype config like CoreVariables you don't put it in a subfolder. You put it in the GameFiles dir and name it something like "CoreVariables.cfg_Patch_FlangePak"
The only thing I need to do now is make a bpatch version of the unlimited upgrades type mod. That's very time consuming, but it will be worth it.
Hellooo, any help with this?
Who is cracked in blender and want to help me learn a little bit for stalker 2 after my work?
I would like to try and help when I get my own mod finished and ready for a preliminary/beta release.
Now that I'm getting the ZoneKit and redirects figured out I have some ideas I want to try out.
what it do
My mod? It's a Vanilla plus type flange with a focus on enhanced realism. I want to make Stalker to more real-life accurate in terms of guns, attachments, armor ratings, damage, NPC equipment drops, etc.
I don't want to remake the vanilla experince. The goal is to make it more immersive with proper realism.
I uploaded my first mod.
I did a bpatch version of the all/unlimited upgrade mods floating around so that people can have that but in a more compatible with other mods format.
I'll upload/release my first version of the FlangePak Realism mod hopefully by the end of today
Does anyone know if they have a project to make an EFT weapon pack for Stalker 2?
anyone can help me to import player and gun meshes to start making animation i have no clue how in fmodel+ blender
You're going to want to use the ZoneKit
Guys, does anyone have an addon for adding weapons and armor to a merchant?
When it comes to permissions and credits what kind of etiquette type stuff should I know about. More specifically I started making my realism mod just for myself way back since 1.1. I'm using some stuff from older mods that aren't been updated, and I don't know if I'll be able to contact he original modders easily.
I went back checked all my old mods I started with to make sure I give credit to the modders/mods I started making my realism mod with.
There's also a couple mods where I'm doing a bpatch version of something that's been around for a while. It's the same values/numbers/entries, just done up as a bpatch to be more compatible.
I really want to make sure I get giving credit and getting permission as correct as I can be about it.
Hmm interesting question. Personally if I abandoned my mods I wouldn't care if someone created an updated version or cannibalized them. Though I'd just end up changing their permissions before calling it quits anyway so there wouldn't be this kind of question 😄
I guess if they seem abandoned, I would just go with attempting due diligence and try to contact the original modder about it. If no response then just list them for credit for the update or new mod that includes parts of theirs.
That's at least my take.
Something I'm uncertain about is doing stuff that achieves the same endpoint but by a different method.
For example stuff like having magazine capacities be the same as real life, making the APS-B have a correct fire selection, etc has already been done. Stuff like that where's its based on how the real life thing is.
The default glock mag in real life for the Vector is a 17 round mag, and the extended one in S2 is the +23 rnd extended version for example. I did a bunch of googling to double check numbers and get numbers for making the guns weigh the same as in real life.
Now that I'm doing it as a bpatch it's a new asset and done very differently in many instances. But some of the values used are the same. Often because that's how the real life thing is.
I'll credit the first/original creator of the mod even if how I'm doing it is different enough to be a "new" thing. I want to respect and credit everyone as properly as possible.
Is making a bpatch version that does it the same way, or almost the same way different enough to be considered a "new thing"?
Yeah I wouldn't worry about having the values end up the same when your basing it off real world examples. If you were copying someone's unique method when there are multiple ways to go about a mod change; Or maybe they came up with the most efficient way to alter something, then sure credit makes sense.
Ex. Alife Found a Way uses a completely custom alife director cfg. If someone wanted to use that then I'd expect them to ask permission, give credit and they'd have to be wiling to support their own use of it.
im downloading as we speak but is it impossible to import anim sequence stance in blender from fmodel?
I was thinking the same. And probably overthinking this conundrum a bit. I started and lead the team for the Tiberian Evolution mod for Command & Conquer Renegade way way back. I made a mistake using someone else's assets and not asking proper permission. I don't want to make that kind of mistake again if I can. So I'm probably being a little over cautious about it.
Right now I need help editing UI elements with ZoneKit.
I'm trying to get rid of those aiming/hold breath hints. They're just annoying for the most part. But Zone Kit is being very frustrating about it.
At this point I want to make those hint elements tiny and/or invisible. But ZoneKit is being annoying about it.
Well, we got a ZoneKit update so it'll 5+ hours until I can try anything new.
So far resizing, making them transparent, and setting the HUD elements for the hints to "hidden" has done nothing.
Not the exact same file modified but same process applies
I'm modifying existing files/assets thought. I've not made anything new
Doesn't matter it counts as new so you have to do that, I was in your boat and spent a week trying to do the exact same thing you are and until I saw that then did it, things finally worked lol
Some stuff in S2 will just overwrite and some you have to add the new ref to otherwise it doesn't work
Ok, I get it now
It's still using the original asset and I needed to redirect it to the modded one.
Thanks for hte help!
Correct, sorry Im not the best at wording stuff lol
You're very welcome!
IT WORKS!!!!!!
Yeah I knew something was up when I was trying because I just started removing stuff and it never crashed or made a difference thats when I knew I was missing something.
Like 3 days later after Id given up I saw that post and was like damn im dumb
I assumed it would have packaged the redirect into the mod insted of having to do it, because that would make sense, lol
Youd think lol, idk why it doesn't but for some reason thats how she goes
I'm totally having that same moment, lol. It seems so obvious now
So with ZoneKit never assume it will do stuff in ways that would make sense, always assume you need to the thing manually
I was used to modding weapon skeletons and those just overwrite when packaged so I though it was a ZoneKit error at first not an Arm big dumb problem
Maybe you changed too much, might want to delete the hud file and recheckout. I can't open ZoneKit to show you as it's updating but all I did was turn the alpha to 0 on the left and right hint at the bottom of the tree on the bottom left side
Indeed, I probably overdid some things while trying to figure out what was even going on. I'll start over when ZoneKit is done updating(wtf is with so many games and apps redownloading the entire thing like this for an update? Seriously wtf is this regression? This wasn't a thing until recent years.) I need to take a break and give my kitten, Butters, some attention anyway
HUDWidgetClass = WidgetBlueprint'/AntSizedHintsStalker2-Windows/GameLite/FPS_Game/UIRemaster/HUD/W_GameHUD.W_GameHUD'
You shouldn't need Stalker2-Windows, you don't need the full mod package name just what you named it in the editor, mine was just zHudMod not the zHudModStalker2-Windows it turns into when packaged
HUDWidgetClass = WidgetBlueprint'/ZHudMod/GameLite/FPS_Game/UIRemaster/HUD/W_GameHUD.W_GameHUD'
If that makes any sense
I didn't know it would filter that part out automatically
Can I get ZoneKit to stop adding that text to all my mods?
IIRC the package name is essencially irrevelant, it's what the name is in the editor as it builds the folder structure in the package that way
Not 100% on that part, but you absolutely don't need the Stalker2-Windows part in your references for sure
Not sure sorry
I can remove the "Stalker2-Windows" from the file names anyway and it won't matter?
I think so, just give it a shot but make sure you rename all 3 files not just the .pak
Im super busy so I cant try, trying to get some stuff done rq before I need to leave for Thanksgiving dinner
I always just left mine alone so they overwrite my initial versions of stuff so people don't just slap in 2 versions of the same mod
jup
I've seen the grief OXAs naming has caused him with that exact issue lol
NOW IT ACTUALLY FLANGES PROPER!!!!
THANK YOU!!!!
So yeah, that "Stalker2-Windows" needs to be left out. That's why I was getting no HUD at all. It doesn't read your file name at all, only the internal directory structure. I could probably rename my mod to "Chuck_From_Belarus_Boinked_Your_Mother.pak" and it would stillall work as long as the internal directory structure is respected.
Yay! Glad you got it figured out and working!
Youre very welcome, I'm off now so if anything comes up itll be a bit before I can respond
Now I just need to make my pagefile bigger without Windows being ridiculous about it. ZoneKit keeps giving me memory errors and my minimla 16gb pagefile is just not enough for it
Confirmed that renaming the ,pak and.utoc/.ucas files doens't matter
Someone needs to do a video/article for modders that explains all these tips, tricks, and nuances.
The Hint For Ants mod is uploaded on Nexus Mods. Let me know if you run into issues.
Hey. I've downloaded Stalker zone kit and was successful making the mod, but it does not contain configs for deluxe/ultimate edition assets, can someone point me to them?
anyone know of any mod that let you have campfire save / hub save + multi save's in master diff? from what i understand master dif only have 1 save slot and that sucks, since there are bugs and crash's here and there
anyone know how to decompiled all the ltx files? they made alot of change's to the game in 1.6/1.7 i unpacked pakchunk0-Windows. but now most of the stuff changed and they are in cfg. and i dont have knowladge to edit the cfg's any simple way that i can extract the ltx and repack it to .pak like the old time?
completely different engine, there are no ltx files
so how does a moron like me can modify his game 🙁
Cfg files aren't too bad, just get in there and have a look. Search nexus for "config files" to find an upload of all the unpackaged cfg files. Search for "stalker Pak tool" so you can unpack some mods and see how they work. There isn't access to the entire game though, as half of its in C++ that can't be extracted or modified
here is the thing, i unpacked pakchunk0-Windows.pak, so i have the files, but i cant modify the cfg files with notepad++ it shows alien langue or smthing
goes like null null null null
thx man
so the old way was, when i edited a ltx i repack them into .pak then i put in in my mod folder, and the packing goes like this (Grok_Economy_Difficulty_Fix_Misery_P\Stalker2\Content\GameLite\GameData\ItemGeneratorPrototypes) for example, i should do the same mothod with these cfg files as well?
Stranger danger
Sorry, not interested in offers from random people on the internet looking to use my accounts.
Fr and bro joined today aswell 
Def not a scam 
Looks like one of the people on my friends list has their account compromised and this person is friends with them.
Def a scam.
Report it to the mods
@dense swift hey, you've got an account here on the server trying to DM users and scam them. I'm gonna stop posting irrelevant stuff in this channel after this, but thought you should know.
@raw iron (ur9) has been banned for reason: Attempting to buy Discord accounts, directly breaking Discord TOS
With this many users? Inevitable.
Thanks for the ping, but make note of #🛄report-users-here for the future, as I may not be available
Aye aye, cap'n.
Guys, is there a fix for game crashes?
how do I mess with the durability of dropped guns or how do I make it possible to sell guns?
Yes, manual load order
Is there anything special I need to know when making a new attachment for a DLC gun?
Assuming you know where the DLC cfgs are and have a copy to edit no
I'm trying to do a custom mag for the Riemann that's a 30 rnd mag of .45acp using the original assets like I did before. But for some reason this one specifically doesn't want to work and I can't figure it out
You mean just a mag with 45acp rounds as the model or actually converting the gun to 45acp with a 30 round mag
the 2nd, I already did this with shah's mate and works 100% fine
If I didn't make a mistake somewhere I think the Riemann may have its own anim collection and doesn't use the integral anim collection?
correct
youre also editing the actual DLC configs not just the normal weapon cfgs right?
where do I find it? and yes
k
1 min have to open the zonekit
its in the same folder as the normal animations for the integral just has log or something in the name
thank you, there's also a mesh protypes specific to the DLC I noticed
np 🙂 hope it helps
It is almost certainly what I was missing
My next flange is to make the warsaw mount from the Trophy(TopRailLavina is the SID) into an attachmnet/upgrade for all the AK's so they can realistically use picatinny rails and optics. The way it is now puts the rail on the dustcover. There can be issues with holding zero in real life when it's done that way, so I want to have that warsaw to pictinny adapter from the Tropy as an option for all AK's that use the Warsaw mount.
You'll either have to make more than one to do it perfectly, or do scaling hackery per rifle as that doesn't fit all the AK pattern rifles right
In that case I'll focus on other stuff first. I should make all the optics properly comaptible on picatinny rails like they should be first
With that Riemann custom mag and caliber swap it's now forgetting if oyour mag has anything in it. Whenever I swap weapons it goes back to an empty mag on me. Veery strange
I figured it out. Conflcit between the uprade that converts calibers and setting the caliber manually at teh same time
Question for you guys, can all these pakchunk files be deleted? There's a TON. I wonder if these could be contributing to my CTDs.
I have the latest OXA standard, Stalker unlimited, simple mod loader and PoZ blood effects installed. Instant CTD as the game tries to load shaders.

No, that's literally all the actual game assets
Also why are you still using SML
Ok, gotcha. Thanks!
Hey guys, what the heck happened to the enemies? They've become super strong... They don't even go down after three shots to the head.
Mods?
Is it.. no longer needed? I kept it because of the dev console
I use SML just to have the console
When those artifacts inevitably spawn underground, gotta go dive for them
I'm trying to add a small chance to jam for drum mags(because in RL they have reliability issues) and also suppressors adding to wear rate(because in RL they often mean you have to clean you gun more often) but I'm alerady having issues with it, lol
is there a way to force background music to play?
Youtube
:3
What file defines all the EEffectType entries if anyone knows?
I want to add the small jam chance for drum mags as a new effect, but I'm not sure how to do that. It seems like I need to create a new EffectType, but I don't know where to tart with that.
I guess more specifically where are the effects themselves defined? As in where would I go to change how WeightPos30Effect where do I find that?
WeightPos30Effect is in EffectPrototypes.cfg in the GameData folder
Where is that defined though? You can call it, but the actual EffectType it calls with Type = EffectType is something else
I want to create an entire new effect for jamming. I need to create a new EffectType
Type = EEffectType::None
Type = EEffectType::PenaltyLessWeight
I want to make a new Type = EEffectType::JamChance
WeightTemplate : struct.begin {refkey=[0]}
SID = WeightTemplate
Text = WeightPosEffect
Type = EEffectType::WeaponItemWeight
LocalizationSID = weapon_reductionWeight
ValueMin = -5%
ValueMax = -5%
Positive = EBeneficial::Positive
bIsPermanent = true
struct.end
Where do I find/edit EffectTypes?
Im looking but for the files in the main GameData folder (didnt look in the subfolders) I only see EEffectType in 3 files. CoreVariables, EffectPrototypes and ObjEffectMaxParamsPrototypes
I've already been through that, it seems like EffectTypes are defined somewhere else
I dont know the answer so anything I suggest would be a guess, but theres already a jam mechanic you could probably work off of
If you add the code from WeaponGeneralSetupPrototypes to attahcments nothing happens.
The jam effect needs to be tied only to drum magazines
DrumMagJamChance : struct.begin {refurl=EffectPrototypes.cfg; refkey=0}
SID = DrumMagJamChance
Type = EJamType::Jam
MinJamChance = 1.3
MaxJamChance = 1.3
MinJamDurabilityThreshold = 1.0
MaxJamDurabilityThreshold = 0.0
ShowUpgradeEffectValue = false
struct.end
doesn't work
(in EffectProtypes
try adding the weaponjamparam like this
JamType = EJamType::Jam
MinJamChance = 0.0
MaxJamChance = 4.0
MinJamDurabilityThreshold = 0.8
MaxJamDurabilityThreshold = 0.1
WeaponJamParams : struct.begin
[0] : struct.begin
JamChanceCoef = 0.0
FullJamTime = 0.0
struct.end
struct.end
not sure if that matters
The Weapon Jam Params seems weapons specific. But I'll try adding that section in.
I think what may be the issue is that WeaponGeneralSetupProtoypes is overriding any other jamming behaviour from other configs
its possible, maybe try adding it under the mag in WeaponGeneral as theres a reload modifier so maybe it can be used there
[1] : struct.begin
AttachPrototypeSID = GunUDP_MagIncreased
TacticalReloadTimeMultiplier = 1.0
FullReloadTimeMultiplier = 1.0
struct.end
Honestly your rooting somewhere I never have so I'm learning with you lol
I dont even see Jam in any of the GameData cfgs aside from difficultyprototypes so it might not be an effect and might be coded into the weapons
We dont have access to everything yet so it might be in a BP in the ZoneKit somewhere instead of a cfg
or the code we cant touch
once I package my mod then swap back to SM5 ill root around in sdk rq
I couldn't find anything in the ZoneKit. I suspect we can't(easily) change that stuff yet
The way everything seems to go together it seems like I should be able to call on the Jamming code outside of WeaponGeneralSetupProtypes. I may have to define the jamming entries in the template entry at the beginning of the config
There's also an effect hierarchy, depending on what the game considers attachments, they could be lower in that hierarchy and will be overrided by other effects
Yeah I dont see it either, I think it's hidden somewhere we can't fidget with
Im checking some more in some other cfgs but not looking good so far
It kind of looks like as of now its just coded in a way where its on the weapon and weapon only and there might not be a way to ref it for an attachment
I mean I know a way you could do it for sure but you wouldn't like it
You could just make a clone of the weapon that only takes the drum mag and then do it that way but that'd be a bunch of work.
I need it to work for the four guns that have drum mags and can accept other magazines also.
Properties beginning with E are Enumerated
Meaning they are a static list of enumerated properties
so you can't just add a new EEffectType, because there are a fixed set of Effect Types
if you're inputting a 'new' EEffectType, it'll interpret it as a null entry
Where are those EffectTypes defined and where can I see a list of existing ones to see if there are any unused ones we can put to use?
I'm trying to add a small chance to jam to drum mags because in real life drum mags are notoriously unreliable like that.
If there's an existing effecttype for jamming that's unused I have no idea what the ID is
Adding the jamming parameters to an attachment doesn't do anything unless I'm missing something?
It would be useful to be able to add/edit effecttypes anyway if it's possible
It's not something you can do via config
Where is it in the ZoneKit/pak files?
It's in C++
I can work with that, I need to know the location of the files(s) please
you and me both
lol
source code
oh, that's what you meant
all good 🙂
There was some method floating around for injecting new enum values but that wouldn't really help as it's literally just a new enum, none of the associated properties
Trying to think of a way to approach it but not coming up with much
I'm sure it'll get flanged up somehow eventually.
Even just seeing what's there to see if there's anything unused that we could put to use would be useful
JamChanceCoef is obviously a weapon property, but I can't see any way of affecting that directly. Might have more luck trying to come up with some way of making the mag modify durability temporarily, but that sounds like a nightmare when it comes to repairs etc
Indeed, I'm not even sure exactly how that part works. Jam Time seems to be the time the jam animation plays. Coefficient would probably be applied to the min/max jamchance. But why are there always 3 idenitcal nodes when it's used?
For my whole drum mags have a small chance to jam thing. I'll have to put it aside and come back to it later I think. Either the jamming parameter/nodes in WGSP override anything else. Or it's setup to ignore jamming entries/nodes outside of WGSP even if you define them in 0 node or template node
So a 100% weapon has a jam probability of "MinJamChance". Once you drop below MinJamDurabilityThreshold, the chance increases until you reach the MaxJamDurabilityThreshold, at which point the jam probability is "MaxJamChance". JamChanceCoef changes the shape of the curve between those two values
Ah, that why the values seem opposite of what's intuitive
The 3 entries must be one for each ammo type come to think o it
I'm not 100% on the three entries - I'm wondering if they're leftover from some old implementation
as some weapons have "supersonic" ammunition or whatever weird name they gave it, which would make 4
now, there is a section in the weapon's animcollection that defines "UniqueAttachJamming"
No more