#╟⚒stalker2™-mods-making-discussion

1 messages · Page 56 of 1

fervent stratus
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it's a reason why i got a modular version, everyone has an idea of what alife should be for themselfs so just do that, grab the main file and drop in some modifier add-on like more mutants

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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

rapid wigeon
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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

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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

jovial root
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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

alpine jewel
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WHY is there no mod for grass shadows for stalker 2?

jovial root
alpine jewel
honest mountain
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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?

rapid wigeon
rapid wigeon
# alpine jewel 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

jovial root
spring coral
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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

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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:

spring coral
spring coral
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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
honest mountain
spring coral
rapid wigeon
crimson belfry
jovial root
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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.

spring coral
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To make such mod works we would need some UE5 blueprint wizard like rbwadle or ZunaSW

jovial root
spring coral
rapid wigeon
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Also confused sometimes about should I kill some targets, sometimes hard to distinguish, especially in the night

rapid wigeon
jovial root
fervent stratus
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out of curiosity ofc hha

unique hull
thick widget
unique hull
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no, ofc, I tried to assign at least Sid's quest dialog to npc

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didn't work

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I feel like we'd need some framework and clean documentation how to implement quests

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the cfg code looks like spaghetti without a bigger picture documentation

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btw I am 99% close to making it so stashes are spawning and given only on recurring quest completion

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figured out how to not spawn stashes on game start + how to spawn them in quest node prototypes.

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rng for 1000+ stashes doesn't work well in cfgs

fervent stratus
unique hull
spring coral
unique hull
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yes exactly

spring coral
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You can see GSC tricked their graph editor to make it work with some fucked twisted logic

unique hull
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anything to avoid writing actual proper code

spring coral
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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
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^split 33% / 33% / 33% chance rng

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The last 0.0 is mandatory, so all rng should have at least one 0.0

unique hull
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this is what I do and it obv can't handle it

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lul

spring coral
unique hull
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what I can do is I can combine 10 pin rngs to break down this 1100+ rng

spring coral
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My man, I've seen some mad things but damn

unique hull
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I do code gen so all chill

spring coral
unique hull
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no, this is a rng to decide which stash to spawn

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I have 1182 nodes x2 to spawn and givecache clue to the player

spring coral
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But how he gains access otherwise if there's not spawned on game start?

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oh

unique hull
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not sure i get your question

spring coral
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I mean you have other logic to give them these caches?

unique hull
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yes

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1 is then transformed into 2

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oh cool, a bug

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name should be 0 as well below

spring coral
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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 😅 )

unique hull
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oh they don't

spring coral
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So... they have to complete 1000+ quests to gain access to all stashes

unique hull
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you see I am working on a mod which increases the difficulty a little bit

spring coral
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There are completionist gamers you know haha

unique hull
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haha

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I was thinking about giving 1 stash every other random quest

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BDSM mode

spring coral
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with 1 bandage in it

unique hull
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lol yes actually

spring coral
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What? No I was joking 😂

unique hull
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my other code cuts on consumables spawning in mentioned stashes too

spring coral
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of course consumables need to be cut

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Regarding your RNG quest

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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

spring coral
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The trick was found by @fervent stratus few months ago

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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

spring coral
# unique hull anything to avoid writing actual proper code

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

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If only we could have access to that godamn C++ code sadge

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output pins
From my research, named output pins are 80% lies and shall not be used as such. There are exception like for EQuestNodeType::Container and some other cases, but other than that don't always refer to it as usable

unique hull
spring coral
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Wait you didn't test it with a simple 50% / 50% rng before going full blown 1000+? kekwtf

unique hull
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I’ll take another look tomorrow

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I dod test it, doesn’t work

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I have to place all my questprototypes in e01.cfg and all my quest nodes in malahite_parts cfg

spring coral
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???

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why?

unique hull
spring coral
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You can hook in any quest from any questnode file

unique hull
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Why? Where else can I place them?

spring coral
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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
unique hull
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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

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That’s cheating lol

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I did my own QuestSID

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I thought that’s how it supposed to be

spring coral
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You can do both

unique hull
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Ok ok I’ll try your approach next time

spring coral
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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

unique hull
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Right, I understand this. It works as I said I can trigger my quest nodes from console. What doesn’t work is fucking rng

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Also once the quest is triggered, for some reason no other quest node can be triggered, only the same one

spring coral
unique hull
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Is it even possible to do a loop in quest nodes prototypes?

spring coral
unique hull
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Like a quest node that should trigger after object spawn only triggers once I loot said object

unique hull
spring coral
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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)

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Once that base is confirmed 100% working, scale up to 1000+

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So you'll see where it fucks up

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Regarding triggers and such, you must be aware redunduncy is kind of special in quest nodes

#
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
fervent stratus
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volucris is atm the nr 1 quest modder and has a guide on git for custom quest

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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

fervent stratus
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@unique hull send me the quest so i can take a look

spring coral
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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

fervent stratus
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true i will let him know

lilac bronze
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WHAT THE mini map called

spring coral
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There's a minimap? DisgustedClint

lilac bronze
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top left

spring coral
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It's a Stalker2 channel, there's no minimap in Stalker2. It's hardcore Stalker champ

lilac bronze
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shi just seen that

cursive palm
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Any mods getting made that offer to overhaul the game like anomaly did?

thick widget
unique hull
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ok nice _Random quest node works

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but not _Start

spring coral
# unique hull 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?

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How do you start your quest BTW?

unique hull
spring coral
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okok

unique hull
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like sidorovich's quests

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I hook into a Reward quest node

spring coral
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XStartQuest BodyParts_Malahit start your quest, and will trigger MasterMod_util_Start > MasterMod_util_Random > rest of the code

unique hull
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once you get money for completing the quest it triggers my MasterMod_util_Start

spring coral
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So what's the problem?

unique hull
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yea, I need to turn that off, I don't want it to automatically trigger on BodyParts_Malahit quest

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but I guess if I hook into BodyParts_Malahit quest, I need it to start first

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shiit

spring coral
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Yeah it's mandatory

unique hull
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I guess I need a BP to trigger my quest instead

spring coral
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I don't understand, you can execute a console command on RSQ reward using NodeType = EQuestNodeType::ConsoleCommand that will start your XStartQuest BodyParts_Malahit

unique hull
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or I can skip BP if I trigger _Start or _Random via console command on RSQ reward

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yee

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nice hwk thinking alike

spring coral
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I would recommend to keep the current structure, it's good: Start > Random > Rest

unique hull
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right

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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

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LaunchOnQuestStart

spring coral
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Absolutely

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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
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You'll need that in every custom quest

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Small suggestion: remove NodePrototypeVersion on your nodes, they are useless. It's for versioning, they don't have any impact

unique hull
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ah didn't know that

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thanks

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ok nice

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_Start is still executed only once

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my intention is to call it many times

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calling _Random works repeatedly and gives me random stash every time

spring coral
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Show the code that start your quest

unique hull
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XStartQuestNodeBySID MasterMod_util_Start

spring coral
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I mean, the node that start it

unique hull
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literally

spring coral
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It should be on RSQ Reward if I understood correctly

unique hull
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   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```
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holup

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ah nah, still nothing

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ok whatever, I am going to trigger _Random directly instead since that works just fine

spring coral
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I would rather put it on RSQ01_OnJournalQuestEvent_RSQ01_Finish

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it's more clean

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And it will be easier to find other journal events finish for other RSQ

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Oh wait, before that, your console looks weird

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Use: ConsoleCommand = XStartQuestBySID BodyParts_Malahit

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Or the shorthand: ConsoleCommand = XStartQuest BodyParts_Malahit

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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

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But you don't really need that End node if you just use XStartQuestBySID BodyParts_Malahit or XStartQuest BodyParts_Malahit

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These will just restart the quest

unique hull
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may work or may not

spring coral
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?

unique hull
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I know for sure calling _Random works repeatedly

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don't see why bother with proper setup with quests etc

spring coral
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ok well... if you don't want a good starting structure before going full blown 1000+ complex rules. That's your call

unique hull
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if it works it aint stupid 😄

spring coral
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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

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For you, and for people that help you

unique hull
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tada

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sids quest triggers random and gives me one of 1100+ stashes

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thank you very much for handholding and suggestions and explanations

unique hull
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my code gen is well structured

spring coral
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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

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But hey, that's your sanity, not mine kekw

unique hull
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one step at a time, my sanity meter is low already. once I get more energy back I'll do it properly

crisp bolt
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Little sneak peak, this is still a WIP but I wanted to show proof of concept needs a LOT of work.

lean oar
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That's cool af

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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

spring coral
clever stratus
#

I getting this error i try enable

FIX: Enable `Pre-0.9.3.1 Saves still getting this error i need help?

thick widget
clever stratus
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sr

thick widget
desert valve
#

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

brisk gull
#

gotta download the SDK or download a patch 1.6 config dump, I think there's one on Nexus

desert valve
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i see no reason why my mod should no longer work

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did they change anything regarding mod loading / packaging with 1.6?

thick widget
desert valve
#

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

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packaged as Stalker2/Content/GameLite/GameData/ItemPrototypes/DisableWeaponLaserEffects.cfg

spring coral
#

It will good with a simple example of how it works

desert valve
#

well ill take another look in a couple of hours, want to have some fun with Marathon as long as i still have access

desert valve
spring coral
#

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

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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)

desert valve
#

pretty sure that config looked the same in 1.0 🤔

spring coral
#

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

desert valve
#

valid point, ill try adding them all and see if that changes thing

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the only thing i realy need to change is the VFXPath anyway

spring coral
#

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

desert valve
#

yeah that sounds like its the right tool for the job

spring coral
#

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? champ

desert valve
#

indeed POGGIES1

thick widget
desert valve
#

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

spring coral
desert valve
#

it would take me ages to find a laser :>

spring coral
desert valve
#

well now i cant get it to work anymore what is going on xD

spring coral
#

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

desert valve
#

yes same thinking here

#

im gonna take a look at the doc and video now and maybe try that before anything else

spring coral
desert valve
#

yeah verify didnt remove mods, ill reinstall now while watching

spring coral
#

Moving all your mods outside of the stalker2 game folder is enough. like: C:/stalker2_mods_backups/

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So you can keep a backup if needed

desert valve
#

only had my mod in it currently but just to be safe ill reinstall and add it again

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btw. the video also explains why my configs where all .cfg.bin in FModel

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even with gigabit internet a reinstall is ~20 min sadge

spring coral
desert valve
#

im aware 😄 it just amazes me that the actual connection speed is no longer the limiting factor

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on the plus side i watched the video and packed a new mod with bpatch

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just need to wait for the game to be ready to test

spring coral
#

Yeah it's crazy, reminds me days where we downloaded a single mp3 for half an hour

desert valve
#

yeah back when the internet made real life beep bop noices

spring coral
desert valve
#

better times my man

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better times sadge

spring coral
#

You crazy man, now we got AI agent that can generate videos on-demand

desert valve
#

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

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and maybe lock away the motorcycle the 2nd time around so the back pain does not pop up again xD

thick widget
#

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

desert valve
#

pretty sure the crazy things are here right now lol

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oh now you can properly patch non Prototype stuff as well? POGGIES1

desert valve
#

nice stuff, cant wait to get back to this game once i "finished" all the other ones

spring coral
#

It's just the beginning of the crazy stuff

thick widget
desert valve
#

i guess with the SDK we could actually make the laser toggleable instead of just removing it outright think

spring coral
#

Isn't time travel always a paradox? Time is an constant. If anything, it's a multiverse (yes, we're derailing strongly this channel kekw )

desert valve
#

thats above my paygrade though... ill stick to editing configs with the pesants for now

thick widget
#

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

desert valve
#

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?

spring coral
spring coral
desert valve
#

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 ?

thick widget
#

Are you patching any of the template structs?

desert valve
#

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
thick widget
#

OH so you're literally just changing those. I thought maybe they were just examples earlier hah

desert valve
#

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
thick widget
#

Try getting rid of bpatch on lasersight struct

spring coral
#

It can be:
GameLite/GameData/ItemPrototypes/AttachPrototypes/Whatever.cfg
GameLite/GameData/ItemPrototypes/Whatever.cfg

desert valve
#

im paking with repak, does that still work? 🙈

spring coral
#

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.

desert valve
thick widget
#

Can't patch a struct that isn't there

desert valve
# spring coral Since your original doesn't work anymore, and this bpatch doesn't either, you mi...

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
spring coral
desert valve
#

thats the old config from ~1.3 somewhere

#

theres no PlayerVFXPath in there

desert valve
#
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
spring coral
#

Yeah it inherits it from the refkey

desert valve
#

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?

spring coral
#

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

thick widget
#

Haha i'd do a search for those in the other files to see what they're attached to, but I'm work pepesludge

desert valve
#

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

spring coral
desert valve
#

always have been 😎

spring coral
#

Hey guys, go slowly with our laser sight expert, he got some back pain

desert valve
#

im back to enjoying the last couple hours of the marathon technical tests, thanks for all the help 😍

thick widget
spring coral
#

Yeah dude about that marathon. I don't know what you're smoking my dude, but the last test was... hmm

desert valve
#

i find it a lot more engaging, but im not allowed to eleborate further 🙃

spring coral
#

Bungie glazer?

desert valve
#

big fat NDA this time around

spring coral
#

Yeah no shit, there was probably a big crisis meeting after the first test

#

Like it wasn't what they expected, at all

thick widget
spring coral
#

Oh yeah and that... I almost forgot kekw

thick widget
spring coral
#

Yeah it was crazy man

thick widget
#

Then pick out a peon to scold and possibly fire as the fall person

spring coral
#

These fuckin corpos

#

They chose the worst starting backstory

thick widget
#

If society doesn't find a way to pivot we'll definitely be looking at a the Temu 2077

spring coral
#

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 kekw

thick widget
spring coral
#

They literally did the meme

Oh no, it was just a marketing intern who removed the A-Life from steam page by mistake

thick widget
#

True true

spring coral
#

It's kind of similar to cyberpunk (in terms of love <> marketing fucked up)

thick widget
#

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.

spring coral
#

Without the microsoft money, the project would be way smaller. Microsoft basically showered them with cash

unique hull
#

where is this coming from?

#

like whats thesource of 'showered with cash'?

thick widget
#

I'm sure they got some money possibly some extra support for year exclusive and then you have the obligations for Xbox Live inclusion

spring coral
#

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

#

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.

spring coral
spring coral
desert valve
#

(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

dusk lantern
#

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.

sacred terrace
#

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.

ancient monolith
#

would people want just a buncha paks or would you rather have a tool to replace skifs pistol with anything you want

rapid wigeon
#

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

rapid wigeon
#

@ancient monolith

ancient monolith
rapid wigeon
#

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

ancient monolith
#

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.

rapid wigeon
#

But if you will add strings rather then replace them it must be good with bpatch merging
Or I saying something wrong?

bronze burrow
#

So... I came here to ask. Stalker 2 have Gamma (2)?

#

Heh, Stalker 2 Gamma 2.

lean oar
#

no

thick widget
#

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

arctic lion
rapid wigeon
#

It’s a little but anyway something towards gamma like experience direction

bronze burrow
#

Thanks everyone.

molten heart
#

what are some good realistic mods for stalker 2?

lean oar
#

Define "realistic" mods

molten heart
dense swift
#

So you mean "photorealistic"

#

Not "I have to go poop one-to-three times a day"

molten heart
unique hull
#

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

spring coral
#

So it begins Aware

unique hull
dense swift
#

Didn't expect to see scoliosis in S2 modding

covert lotus
#

I cannot wait until Grok starts modding stalker 2 IF he does. As well as the anomaly team. Hell all those absolute LEGENDS.

lean oar
#

Well, you'll have to wait, because i don't think they will :)

mental zealot
#

What about CoC team?

dense swift
lean oar
#

Also i need you to understand that modding the x-ray engine won't bring all the knowledge you'll need to mod UE5

dense swift
molten heart
molten heart
#

i still need to play through it vanilla

rapid wigeon
# molten heart i still need to play through it vanilla

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

molten heart
#

oki

misty spire
noble berry
#

hi where can i find addons topic here for gamma?

flint wing
#

@dense swift clueless

celest duneBOT
#

_ _
@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.

mystic tundra
#

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.

  1. 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)
lean oar
#

You're in the modding chat for stalker 2 :)

mystic tundra
#

sorryPOGGIES1

spice smelt
covert lotus
arctic lion
#

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.

strong coyote
arctic lion
#

Yeaaaah.. I never played Rusted Dawn, i heard cool things but i felt like it uses too many older mods

strong coyote
#

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

arctic lion
#

but there is also a patch right around the corner, so they be cooking rn.

strong coyote
#

I dont know, Rusted Dawn creator is silent for many days

arctic lion
#

that's why i just download everything myself so ik what works

strong coyote
#

Yeah, I think ill make something on my own and will choose only mods that are getting frequent updates

arctic lion
#

i think i only have 2 or 3 mods that are from the launch period and they're like HUD stuff

strong coyote
#

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

fervent stratus
#

but wym u only have 2 or 3 mods from launch period

#

and its hud

strong coyote
#

There's so much of good stuff

fervent stratus
#

so mine isnt part of those 2-3

arctic lion
#

they're mods that haven't been updated since launch and they are HUD background for interaction and UI

fervent stratus
#

ohh u have 2-3 mods since launch not updated

#

ahhh

strong coyote
#

Dead Zone is a must have for me (personally), not to mention ballistic mods and alife mods (shays for example)

fervent stratus
#

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

strong coyote
fervent stratus
#

bullets? 1 shot all

#

get fucked

strong coyote
#

Zivaka is really a smart guy

#

but dunno when it gonna be released

fervent stratus
#

constant update limbo due to game updates

arctic lion
fervent stratus
#

finished -> update breaks -> update mod -> finished -> update breaks

arctic lion
#

i miss MHM :c

strong coyote
fervent stratus
#

rince and repeat until large gaps in updates

strong coyote
fervent stratus
#

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

strong coyote
arctic lion
strong coyote
#

not everyone have 24/7h for sitting on pc

fervent stratus
#

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

strong coyote
#

previoulsy it was suppossed to be an improved zivakas modpack

vast harbor
#

Has anyone had a run at installing S2 zone kit on a Linux system?

rapid wigeon
#

Thank you 🙏

spare lagoon
#

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

unique hull
#

im on debian 13

fervent stratus
fervent stratus
rapid wigeon
# fervent stratus ohh ty ty dont worry about me ill be fine 😄

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

sharp herald
#

Thank you Shay

tight zodiac
#

Is it possible to add modded weapons to enemy loadouts? Instead of having to buy from trader / spawn them in

buoyant wing
#

guys i dont know if this is the wrong place to ask but how can i find sss21 or older versions?

#

nvm found it

knotty terrace
#

Is there a mod for multiplayer? I been curious about it

lean oar
#

No

rapid wigeon
sacred hazel
ancient monolith
#

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

lean oar
#

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

ancient monolith
worn remnant
#

Guys, is it currently possible to make a mod where you lose an entire magazine when you reload ?

arctic lion
#

like.. magazine and ammo management or just reloading half a mag makes you lose the other half of the ammo

thick widget
#

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.

rapid wigeon
#

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

north oracle
#

Can we get a mod that converts the Night Stalker back into .45?

#

I need God's calibre in all my pistols

tired flame
#

I can’t wait for stalker 2 gamma

#

Or anomaly

lean oar
#

Well you will have to wait

tawny kraken
#

.

#

.

#

.

#

.

#

.

#

.

#

.

#

.

dense swift
eternal apex
robust adder
#

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

tired flame
finite pagoda
spare lagoon
subtle beacon
#

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...

hexed flare
#

is this gamma 2 think

rapid wigeon
# hexed flare is this gamma 2 <:think:920745617276436550>

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

hexed flare
rapid wigeon
tidal dragon
#

is someone making an rpg character skill mod?

tidal yew
#

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.

rapid wigeon
#

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

tidal yew
#

Ohh but I recognize this mod, I liked the idea of the changed weapon progression.

rapid wigeon
#

If you willing to test it
I think you won’t be disappointed

#

Artifacts also changed

tidal yew
#

I give it a try if it is updated to 1.7

rapid wigeon
#

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

tidal yew
rapid wigeon
#

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

tidal yew
#

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

rapid wigeon
#

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

tidal yew
#

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.

rapid wigeon
#

And I will update you if I will Unpack it and understand for sure what and how it can be merged

tidal yew
#

👍

spring coral
#

More info about the new Master Difficulty & Expedition Mode (presented on game launch)

#

100MB ZoneKit update
Annnnnnnnnnd the ZoneKit doesn't launch anymore Chadge No 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!

spring coral
tidal dragon
#

Can someone make a character rpg mod, I don't have 700gb of space for the mod kit

ruby rain
#

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?!

jovial mesa
#

^ remove mods and relaunch, mods need update

broken sluice
ruby rain
broken sluice
broken sluice
ruby rain
broken sluice
ruby rain
#

Yes, exactly. I'll reinstall it in 20 minutes. I deleted the mods, but it still wouldn't start.

chrome flower
#

oh dear stalkersad

hazy ivy
#

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

ruby rain
fossil spindle
#

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.

undone sparrow
#

omg i did it. I downloaded it on my 10th attempt )

thick widget
#

Conflicting mods overview.txt / Mod conflicts.csv

vast vigil
#

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?

mental zealot
# vast vigil Is there a tutorial anywhere on how to do 'bpatching' ive seen that alot and pre...

Tutorial for the SDK (ZoneKit) for S.T.A.L.K.E.R. 2. What is new in Phase 2 and some short examples of new features.

ZoneKit Links
ZoneKit Download: https://store.epicgames.com/en-US/p/stalker-2-zone-kit?lang=en-US
ZoneKit Documentation: https://support.stalker2.com/hc/en-us/sections/36534422256017-The-Modder-s-Zone

TIMESTAMPS
00:00 WHA...

▶ Play video
#

I believe this is it

ruby rain
#

Hello guys, how can i check if the mods that i used before new update are now upgraded to run with 1.7 patch ??

tiny bobcat
ruby rain
ruby rain
tiny bobcat
# ruby rain 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

ruby rain
arctic lion
#

Right now, stuff is going to be finnicky since game just updated but yeah.

tiny bobcat
#

and look for the names of the mods you have installed

ruby rain
tiny bobcat
#

Then download history is your best bet

ruby rain
#

My "Carmel" looks so ugly right now XD

tiny bobcat
#

Did you have a save for 1.6?

#

Its possible to downgrade your version

ruby rain
tiny bobcat
#

Google steamcd downgrade game version

vast vigil
tough marsh
#

move command?

crimson belfry
#

XSetNoClipGSC 1 100

ruby rain
#

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..

short hull
ember locust
#

зщзф

#

ииццй

#

my gamma broke in my bed

#

my dad go to heaven(

ruby rain
dim sand
#

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? 🙁

hazy ivy
#

does it have json files available for download

dim sand
#

I guess I'm SOL

dim sand
hazy ivy
dim sand
hazy ivy
dim sand
#

Not noice... gonna take a little more than adjusting locales.

hazy ivy
#

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

dim sand
#

I'd settle for just getting the new artifacts in place tbh

hazy ivy
#

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

dim sand
#

Why can't we get S2 working with MOO2...

hazy ivy
#

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

dim sand
#

Oh well. Guess I'm gonna wait a while till I dip my toes into this pond then. Thanks for enlightening me 🙏

abstract gale
#

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

quartz umbra
#

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?

dense swift
#

Probably outdated mods

quartz umbra
#

i just tried with only the bloodslpat mods by shay, updated for 1.7 but it still crashes

#

with acces violation exception

quartz umbra
#

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 😄

charred jacinth
#

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.

fossil onyx
#

Has there been a mod made to change the blowout in STALKER 2 to be more like the scary ones in COP or Gamma?

mellow aurora
#

Hi is there anyone i can hire to make me custom mod?

hazy ivy
#

what is it?

mellow aurora
#

I would like new standalone weapon

hazy ivy
#

well, don't pay anyone in advance

#

there's a handful of mods that add new weapons

#

even less that do it well

mellow aurora
#

ok thx for heads up

narrow nymph
#

I figured since we have access to the SDK things should be going smoother (barr the download size)

brave spruce
# narrow nymph I'm a bit out of the loop, can you fiil me in real quick the state of S2 modding...

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.

narrow nymph
vital heart
#

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.

hazy ivy
vital heart
# hazy ivy 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?

hazy ivy
#

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

vital heart
#

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?

hazy ivy
vital heart
#

Is there a faster way to copy and paste everything over that I should know about?

hazy ivy
#

nah, it's a nightmare tbh

#

you can shift+rightclick to copy sections, shift+leftclick to paste them, that's about it

vital heart
#

thanks, I think I got it flanged up and you helped me learn what I needed 🙂

hazy ivy
#

no problem 🙂

ancient monolith
#

You been a busy bee this patch, oxa

night kiln
#

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.

sinful wedge
#

so far i can confirm [acesrealflashlight] is not compatible with the latest hotfix

vital heart
#

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?

vital heart
# hazy ivy no problem 🙂

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?

brave spruce
vital heart
#

Nope, but I will now

brave spruce
#

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

vital heart
#

thanks!

brave spruce
#

np 🙂

#

2 ZoneKit updates in 1 day, rip both my bandwith and my sanity lol

vital heart
#

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?

brave spruce
#

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

vital heart
#

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)

brave spruce
#

Those are 2 different configs Ive shown fwiw

vital heart
#

No new meshes, reusing the old ones

brave spruce
#

Oh ok

#

Should be able to give it a try then see how she goes

vital heart
#

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.

brave spruce
#

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.

vital heart
#

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.

hazy ivy
#

yea someone should do that already

brave spruce
#

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.

vital heart
#

Thanks, I don't have any mods that add new attachments.

#

I'm getting an error about DLCGameData when I try to package?

brave spruce
#

Did you edit any DLC stuff?

vital heart
#

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?

brave spruce
#

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

vital heart
#

"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."

brave spruce
#

Thats new

#

never seen that

vital heart
#

I figured it out, I made a backup before cooking a new one and left it in that directory instead of moving it.

brave spruce
#

oh ok

vital heart
#

I will be editing DLC stuff and I'm wondering if anyone has decoded the .cfg.bin files yet?

brave spruce
#

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

vital heart
#

I already have a bunch of shortcuts in a folder for that specific reason, lol

brave spruce
#

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

vital heart
#

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'

brave spruce
#

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

vital heart
#

't know what's actually new in them

#

thanks

#

Indeed, I'm kind of glad I wound up getting delayed, lol

brave spruce
#

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

vital heart
#

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.

brave spruce
#

Pretty well lol

vital heart
#

"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

brave spruce
#

Ive seen people have that before, not sure if thats related or not.

vital heart
#

Hmmm, maybe it is my pagefile?

brave spruce
#

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

vital heart
#

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

brave spruce
#

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

vital heart
#

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

brave spruce
#

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

vital heart
#

That doesn't suprise me

brave spruce
#

Hopefully you have it on an SSD or yeah itll be slow as balls

vital heart
#

just a regular SDD, not an m.2

brave spruce
#

Oh ok yeah mines on an M.2

#

cheap one but still decent

vital heart
#

I was assuming the mid tier SSD was the thing slowing it down so much. An m.2 is way faster.

brave spruce
#

Intel 660p Series M.2 2280 2TB PCIe NVMe

#

thats mine not sure how it compares to urs

vital heart
#

an reguar ssd caps out at 600MB/s because it's still SATA 3

brave spruce
#

oh ok yeah that would make a big diff

vital heart
#

my m.2 drives are WD blacks, but they're in use

brave spruce
#

I have 2 of those Intels and I put the SDK along with some (although less now lmao) games on my 2nd one.

vital heart
#

IT FUCKING WORKS!! TSUKA BLYAT PERKELE TABARNAC!!!!

#

Thanks for all the help!

silver olive
#

anyone can help me with f model and aes key?

vital heart
#

As I understand it you don't need an AES key for Stalker 2, they undid that early on to make modding easier

silver olive
#

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

vital heart
#

Go to pakchuk0, then double click it and look at the tabs above it. The stuff is in there, not the main window

hazy ivy
#

anyone had any luck with transparent materials post-1.7.1?

brave spruce
sterile falconBOT
#

kekpoint @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.

dense swift
#

Oh I didn't notice the almost funny numbers.

vital heart
vital heart
#

I had all sorts of weird issues with doing things bpatch style. It can be very very picky about how you format things.

hazy ivy
vital heart
#

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

vital heart
# hazy ivy unfortunately this issues is entirely within the SDK, no configs involved

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.

ruby rain
#

Hellooo, any help with this?

silver olive
#

Who is cracked in blender and want to help me learn a little bit for stalker 2 after my work?

vital heart
vital heart
#

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.

vital heart
#

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

bold trail
#

Does anyone know if they have a project to make an EFT weapon pack for Stalker 2?

silver olive
#

anyone can help me to import player and gun meshes to start making animation i have no clue how in fmodel+ blender

vital heart
#

You're going to want to use the ZoneKit

tropic pendant
#

Guys, does anyone have an addon for adding weapons and armor to a merchant?

vital heart
#

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.

thick widget
# vital heart When it comes to permissions and credits what kind of etiquette type stuff shoul...

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.

vital heart
#

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"?

thick widget
# vital heart Something I'm uncertain about is doing stuff that achieves the same endpoint but...

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.

silver olive
vital heart
#

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.

vital heart
#

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.

brave spruce
#

Not the exact same file modified but same process applies

vital heart
#

I'm modifying existing files/assets thought. I've not made anything new

brave spruce
#

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

vital heart
#

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!

brave spruce
#

Correct, sorry Im not the best at wording stuff lol

You're very welcome!

vital heart
#

IT WORKS!!!!!!

brave spruce
#

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

vital heart
#

I assumed it would have packaged the redirect into the mod insted of having to do it, because that would make sense, lol

brave spruce
#

Youd think lol, idk why it doesn't but for some reason thats how she goes

vital heart
#

So with ZoneKit never assume it will do stuff in ways that would make sense, always assume you need to the thing manually

brave spruce
#

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

vital heart
#

Oh wait, I ahve no HUD at all now,,,

#

wtf

brave spruce
#

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

vital heart
#

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'

brave spruce
#

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

vital heart
#

I didn't know it would filter that part out automatically

#

Can I get ZoneKit to stop adding that text to all my mods?

brave spruce
#

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

brave spruce
vital heart
#

I can remove the "Stalker2-Windows" from the file names anyway and it won't matter?

brave spruce
#

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

brave spruce
#

I've seen the grief OXAs naming has caused him with that exact issue lol

vital heart
#

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.

brave spruce
#

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

vital heart
#

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

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Someone needs to do a video/article for modders that explains all these tips, tricks, and nuances.

vital heart
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The Hint For Ants mod is uploaded on Nexus Mods. Let me know if you run into issues.

fair sentinel
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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?

vague knoll
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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

vague knoll
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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?

hazy ivy
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completely different engine, there are no ltx files

vague knoll
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so how does a moron like me can modify his game 🙁

hazy ivy
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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

vague knoll
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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 

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goes like null null null null

crimson belfry
vague knoll
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thx man

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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?

undone plover
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Stranger danger

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Sorry, not interested in offers from random people on the internet looking to use my accounts.

sly tusk
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Def not a scam clueless

undone plover
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Looks like one of the people on my friends list has their account compromised and this person is friends with them.

#

Def a scam.

sly tusk
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Report it to the mods

undone plover
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@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.

sterile falconBOT
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kekpoint @raw iron (ur9) has been banned for reason: Attempting to buy Discord accounts, directly breaking Discord TOS

dense swift
undone plover
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Aye aye, cap'n.

tropic pendant
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Guys, is there a fix for game crashes?

prime tendon
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how do I mess with the durability of dropped guns or how do I make it possible to sell guns?

misty spire
vital heart
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Is there anything special I need to know when making a new attachment for a DLC gun?

brave spruce
vital heart
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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

brave spruce
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You mean just a mag with 45acp rounds as the model or actually converting the gun to 45acp with a 30 round mag

vital heart
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the 2nd, I already did this with shah's mate and works 100% fine

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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?

brave spruce
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correct

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youre also editing the actual DLC configs not just the normal weapon cfgs right?

vital heart
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where do I find it? and yes

brave spruce
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k

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1 min have to open the zonekit

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its in the same folder as the normal animations for the integral just has log or something in the name

vital heart
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thank you, there's also a mesh protypes specific to the DLC I noticed

brave spruce
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np 🙂 hope it helps

vital heart
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It is almost certainly what I was missing

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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.

brave spruce
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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

vital heart
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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

vital heart
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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

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I figured it out. Conflcit between the uprade that converts calibers and setting the caliber manually at teh same time

sterile vigil
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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.

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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.

lean oar
vital heart
lean oar
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Also why are you still using SML

sterile vigil
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Ok, gotcha. Thanks!

ruby rain
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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.

lean oar
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Mods?

sterile vigil
vital heart
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I use SML just to have the console

sterile vigil
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When those artifacts inevitably spawn underground, gotta go dive for them

vital heart
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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

hot vortex
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is there a way to force background music to play?

sly tusk
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Youtube

hot vortex
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:3

vital heart
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What file defines all the EEffectType entries if anyone knows?

vital heart
brave spruce
vital heart
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Where is that defined though? You can call it, but the actual EffectType it calls with Type = EffectType is something else

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I want to create an entire new effect for jamming. I need to create a new EffectType

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Type = EEffectType::None

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Type = EEffectType::PenaltyLessWeight

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I want to make a new Type = EEffectType::JamChance

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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

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Where do I find/edit EffectTypes?

brave spruce
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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

vital heart
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I've already been through that, it seems like EffectTypes are defined somewhere else

brave spruce
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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

vital heart
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If you add the code from WeaponGeneralSetupPrototypes to attahcments nothing happens.

The jam effect needs to be tied only to drum magazines

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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

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doesn't work

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(in EffectProtypes

brave spruce
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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

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not sure if that matters

vital heart
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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

brave spruce
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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
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Honestly your rooting somewhere I never have so I'm learning with you lol

vital heart
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Learning Curve Time, lol

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I tied that already, doesn't work

brave spruce
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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

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We dont have access to everything yet so it might be in a BP in the ZoneKit somewhere instead of a cfg

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or the code we cant touch

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once I package my mod then swap back to SM5 ill root around in sdk rq

vital heart
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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

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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

brave spruce
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Yeah I dont see it either, I think it's hidden somewhere we can't fidget with

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Im checking some more in some other cfgs but not looking good so far

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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

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I mean I know a way you could do it for sure but you wouldn't like it

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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.

vital heart
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I need it to work for the four guns that have drum mags and can accept other magazines also.

hazy ivy
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Properties beginning with E are Enumerated

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Meaning they are a static list of enumerated properties

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so you can't just add a new EEffectType, because there are a fixed set of Effect Types

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if you're inputting a 'new' EEffectType, it'll interpret it as a null entry

vital heart
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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?

hazy ivy
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Why do you need to add a new effecttype?

#

why not just make a new effect

vital heart
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I'm trying to add a small chance to jam to drum mags because in real life drum mags are notoriously unreliable like that.

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If there's an existing effecttype for jamming that's unused I have no idea what the ID is

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Adding the jamming parameters to an attachment doesn't do anything unless I'm missing something?

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It would be useful to be able to add/edit effecttypes anyway if it's possible

hazy ivy
vital heart
#

Where is it in the ZoneKit/pak files?

hazy ivy
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It's in C++

vital heart
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I can work with that, I need to know the location of the files(s) please

hazy ivy
#

you and me both

vital heart
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lol

hazy ivy
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source code

vital heart
#

oh, that's what you meant

hazy ivy
#

the forbidden half of Stalker

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yea sorry, not the clearest

vital heart
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all good 🙂

hazy ivy
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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

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Trying to think of a way to approach it but not coming up with much

vital heart
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I'm sure it'll get flanged up somehow eventually.

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Even just seeing what's there to see if there's anything unused that we could put to use would be useful

hazy ivy
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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

vital heart
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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?

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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

hazy ivy
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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

vital heart
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Ah, that why the values seem opposite of what's intuitive

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The 3 entries must be one for each ammo type come to think o it

hazy ivy
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I'm not 100% on the three entries - I'm wondering if they're leftover from some old implementation

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as some weapons have "supersonic" ammunition or whatever weird name they gave it, which would make 4

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now, there is a section in the weapon's animcollection that defines "UniqueAttachJamming"