#╟⚒stalker2™-mods-making-discussion
1 messages · Page 57 of 1
cfg, WGSP
🙂
I still can't make it work. For testing I set it to 95.3 JamChance to make it obvious if it is working. Thanks for all the help 🙂
Hey folks! How is the modding scene for Stalker 2 these days?
Idk, just let Steam update it 
Making progress despite all the setbacks every time a patch comes out.
Still waiting on more SDK tools/control.
Hi guys, has anyone encountered this error when starting up?
Have you tried to verify your files?
Looks like it's trying to find something that's missing.
I installed the mod today, instead of 554 mods, only 551 were downloaded, I have already launched the new installation several times and nothing helps
Try here if you have access https://discord.com/channels/912320241713958912/922555488665743391
https://discord.com/channels/912320241713958912/1026234602563575899 You can also read this to learn how to remove newbie status and get more channel access.
I'm trying to add the optic from the DeadEye handgun to the Gambin(Krivenko) to start learning how to play around with making all optics picatinny rail compatible. There's an issue that seems animation related. Also for the Gambit it needs to be moved back just a little bit, or the iron sight needs to be removed.
Now that I've played around with that for a little bit it makes me want to turn the slide from the DeadEye into an upgrade because it as the cutout to attach an optic/rail on the model.
I got it to work, the only quirk is it doesn't show the optic on the inventory icon
Has there been any word about Gamma for STALKER 2? Ik it probably won't happen until a stable build but curious still
Grok has stated he is not interested in doing Gamma 2.
There also is a lack of tools in the SDK as of right now to be able to really achieve anything close to that level of modification.
I don't suppose anyone has done any kind of base building mod yet
Has anyone used the Zone Kit on linux?
I can compile UE5 for my machine but the zone kit page just gives me an error that its not available for country/platform - so unsure if it's because of linux
Didn't he say he's not interested in doing so before GAMMA for anomaly is finished?
Also hello again Avaunt.
It was a combination of focusing on GAMMA and the state of Stalker 2.
I'm not sure if he has changed positions on it yet.
but he made that statement during the release of Stalker 2 and we all know how freaking terrible that release state was
This is true, But I'd rather give the info on hand then say something not stated by him.
He needs to be threatened.
Good luck with that lol.
Even if someone wants to make gamma 2, it's still gonna be like 5-10 years just for the mods to be made in order to make a modpack.
And S2 mod development will probably take longer since S2 isn't on an open source engine
Accurate.
Sad
I'm working on figuring out to make all the existing attachments properly compatible with all the picatinny rails like it would be in reality. I can tell I need to create new sockets on the skeletal meshes, and of course deal with animations, also inventory icons.
What should I know that won't be obvious and would save me a lot of learning curve time?
could i manually edit the blackjack mod and make it so i can bet 100k.. instead of the current max which is 10k ?
Just OXA lol
Genuinely though, half the reason OXA Standard exists is to be used as a platform for other mods to build on; Infinity and BB Redux use OXA, and back in the day Desolation and MHM did the same
Saves a few hundred hours of setting up every possible permutation

I was looking at everything I would need to do and was "maybe I will just ask Oxide for permission to use OXA. That's a lot of work of to redo that's already been done."
I wanted to do it to help me learn.
Can I use parts of OXA to help make my FlangePak Realism mod?
[2025-12-03 21:37:04.991 W] 'C:/GAMMA/dlls/Qt6OpenGLWidgets.dll': file is blocked (Internet (3))
[2025-12-03 21:37:04.991 W] 'C:/GAMMA/dlls/Qt6Positioning.dll': file is blocked (Internet (3))
[2025-12-03 21:37:04.992 W] 'C:/GAMMA/dlls/Qt6PrintSupport.dll': file is blocked (Internet (3))
[2025-12-03 21:37:04.992 W] 'C:/GAMMA/dlls/Qt6Qml.dll': file is blocked (Internet (3))
[2025-12-03 21:37:04.992 W] 'C:/GAMMA/dlls/Qt6QmlModels.dll': file is blocked (Internet (3))
[2025-12-03 21:37:04.992 W] 'C:/GAMMA/dlls/Qt6QmlWorkerScript.dll': file is blocked (Internet (3))
[2025-12-03 21:37:04.993 W] 'C:/GAMMA/dlls/Qt6Quick.dll': file is blocked (Internet (3))
[2025-12-03 21:37:04.993 W] 'C:/GAMMA/dlls/Qt6Quick3DUtils.dll': file is blocked (Internet (3))
i need help
Yes, you do.
None of those are related to Stalker 2.
Have a feeling someone didnt turn off their firewall.
Anybody know if kvma had models realism works with gamma?
Wrong chat, This is for Stalker 2. Read https://discord.com/channels/912320241713958912/1026234602563575899 To remove newbie status so you can see more channels. https://discord.com/channels/912320241713958912/967696698065436682 Is for Gamma.
Reading? In this discord server? I wish I could read
hey sorry for late reply, got a call mid-reply and forgot all about it!
It's typically done by using OXA as a dependency. All of the actual config files are contained in one part of it (OXA_StandardZ) so there's two options:
1 - Create a modified version of StandardZ. Users download OXA and delete the original StandardZ, and your version instead applies the necessary config changes
2 - Create a patch for StandardZ. Theoretically this is the best option; your cfg only needs to include necessary changes, and the more... easily-confused mod users have fewer questions.
However, given the current situation with mod compatibility, no load order management, etc, I'd go with option 1 for the time-being. You can always change approach later should the situation improve.
I'll have to go with option 1. My goal is to make a Base Game but with realistic realism type mod. I don't want to add a lot of new stuff, just make the existing game more realistic with what's already there as much as possible. There's actually a lot of OXA standard I would remove because what I'm looking for is making all the base game attachments realistically compatible with picatinny rails like they should be.
I also want to reflange ammo types and the damage model to be more realistic. Change suppressors and muzzle attachments to be caliber based. ALso make the economics overall better. @hazy ivy
Sounds like a worthy endeavor I'd be keen to try. Wish you luck with it.
Thanks. Basically I want to mod Stalker 2 to be the game I wish it was. A lot of the base game is awesome. I just want more realism from it.
There's some design decisions from GSC that I just don't understand. I want to fix thay stuff.
can the dev kit be installed on HDD without performance issues?
borderline unusable
i dont have 700gb of ssd space sadly
Yeah uncompressed assets make it big. They broke it down into a mini version for cfg mods, and split off cinematics but that's it so far.
the mod i wanna make doesnt involve any model asset
i wanna try to replicate the character skills mod that stalker gamma has
stamina, strenght, carry weight etc
Ah the Tarkov inspired skills.
yep, i really enjoyed them in gamma
Yeah, EFP had them also if I remember correctly.
Escape from Pripyat
I merged only the optics and rails from oxa into my mod and so far it's working pretty good 🙂
I am running into some issues that I'm not sure if they're existing bugs or because of something I did(or didn't do)
The EN_Scope_X8 is not positioned correctly on anything. Is it using the correct socket? It's consistently way too far back.
Also a couple other out of position optics that seems related to which socket its using
The S15(Unique Groza) has a broken icon only for the RU_Colim_1 optic.
Lasers are in all sorts of wrong positions. But I can tell I'll fix that by adding your lasers as attachments stuff to my mod.
It does make wonder if you left the original sockets in your new skeletons/meshes for all this? OR is some kind of conflict going on?
The Riemann is super bugged out for me, but I'm pretty sure I made a mistake with that one.
Also I can't make the SDM and Kharod(Carmel) work so far. No sure what mistake I made there.
@hazy ivy How do I go about importing your assets into the ZoneKit so I can take a look at how your static meshes and skeletal meshes are flanging?
Are you creating weapons skeletons that override OXA stuff or are you just doing .cfg stuff because you could be referencing or misplacing the wrong sockets.
I've done a bit of skeleton editing with OXA stuff for my own use and for scopes there is mainly 2 sockets he uses now since he redid all his scopes and thats ScopeSocketA1 for magnified ones and ScopeSocketA2 for 1x/red dots
It looks like he left the old sockets from previous versions in the skeletons after swapping over to the new scopes that he changed the pivot/0 point on for easier placement.
I'm just merging configs for now. There shouldn't be anything I can think of to cause that kind of conflict/override.
You didnt check out any of the stock skeletons for testing did you? Because that could break the OXA ones
Or stock scopes
There shouldn't be, I'll double check
Ill be honest I've only done a small amount of testing on this, figured out it worked and then realized my heart couldnt handle manually making override skeletons for everything and took a break but what I did do did work lol
I'll double check everything tomorrow. '
Hi, does anyone knows how can I make a new skin/texture for a weapon? I wanted personally change the look of the monolith weapons you get from the deluxe edition...
There's definitely a combination of mistakes/bugs in OXA, mistakes I made, and the bpatch system being picky/quirky about how things are done.
The multiple different AttachPrototypes targeting files in ItemProtoypes seems to be part of the issue. Part of the issue is when to use bskipref/bpatch/or leave that blank.
A lot of unique guns are working properl with optics compatibility, it's more foten the normal and not unqiue verson that is having issues
Ah ok glad you're making some progress on it, with the way 1.7.(05?) is fubar right now it's hard to tell how what you are doing will react next week when they supposedly release the mod compatibility fix.
Might want to take er easy for a bit so you don't waste time doing stuff that might not even work then.
Has anyone figured a way to pass variables from quest to blueprints in any capacity.
Yeah, it's weird how it's mostly the not unique versions of guns that are having more issues. And it seems like there's a correlation with guns that use the default irons sights or optic.
How do I import assets into a ZoneKit mod?
Kinda busy but heres a tldr version to hopefully help you for now.
You export the assets both model and textures for whatever you are hunting for, it should export the model as a pskx and the textures as png then you use blender with a plugin to import that then export it from blender as a fbx which you can use in the ZoneKit
What I do is just pick a existing asset in the ZoneKit that is similar to what I want to import then duplicate it and reimport it's model with the new FBX from blender
As for putting textures on things in Blender I dont know how so I just do that in the ZoneKit as I know how to do it there with a duplicated MI
mods arent real
I meant like an existing mod with uasset filesm
hey stalkers. if i'm updating one of my old mods using zonekit and bpatch methods on a couple .cfg files, do i still need to have _P in the file name?
Don't think so
Although I'm not 100% sure if you're not packaging with the SDK
it's all very confusing rn
i'm packaging in the full zonekit install, not using the miniSDK.
it was working locally without _P but just wanted to ask before i release to the masses haha
Oh you'll be fine, I still use it but I don't really know why any more
old habits die hard
as you can see the SDK doesn't use the _P suffix
I've still been using _P out of habit and lack of clarity from the
Stalker devs on the specific nuances of how this all flanges.
I'm still not sure when exactly to use bpatch, bskipref, or put nothing after a struct begin.
More specifically when to use(or not use) bskipref.
When using a function that duplicates an existing struct like refurl or refkey, bskipref is used to ignore the contents of the existing struct and not duplicate it
An example might be a consumable - I could refuel/refkey an existing consumables, each of which contains a struct listing its effects. Without applying bskipref to this nested struct, my own effects may be appended to the existing ones, whilst adding bskipref to the nested struct allows me to wipe the existing list and start over
Thank you! That's what I thought, but wasn't quite sure.
I've done that on both mods and vanilla S2 files, it depends on what your trying to get though I never could figure out a way to just get skeletons
https://zonekit-support.stalker2.com/hc/en-us/articles/39357395461265-Config-patches
Not sure if you've seen this but it helped me a bit
Also the only time I ever put _P or priority numbers on any of my mods is when I'm trying to override something.
So far everything I've done works on it's own without _P or numbers
I've read that, but it doesn't address bskipref
how? when I try to import .uasset it isn't in the filetypes it accepts
How and where did you extract the .uasset file from?
Because ZoneKit really only accepts .uassets that it made and even then its a bit tricky because it gets confused on the references when you manually move them
Also fwiw I've only ever extracted and imported scopes not sure if what I did will even help you
I want to try and get a better look at how some modded assets are put together better understand how everything work
With FModel you can view the uasset in text form which tells you stuff or extract it as a json which does similar and can be read in Notepad++ for easier reading and searchability
As far as yoinking a random uasset from a mod pack and importing it to the ZoneKit as is, far as I know you really cant
Models sure but its a ton of work and how you extract it will remove some of the info you might be after
Sorry I'm no expert on UE and this is the first time I've ever worked with it, I just use my TardStrength100 to make stuff happen sometimes lol
All good, I'm very thankful for all the help from yourself and @hazy ivy .
It seems like something you should be able to do.
I keep getting pinged wrongly D:
Poor Oxid
And np Flange your welcome 🙂 Yeah I wish it was easier but I get why they don't really wanna make it easy so people steal stuff and don't give credit.
I wish it was alot easier to edit some of those assets, skeletons in particular because you have to either redo it from scratch manually to copy a mod for a few tweaks or go without.
That's really gonna be a problem when new gun mods start coming out with skeletons fighting and trying to add extra attachments
Also trufax
I figured out it is possible to override skeles of mods but jesus is it a pain in the ass to get setup as you start from 0
I really wish the skeles were all in a text cfg so you can just copy paste all the socket locations and be done
hey stalkers, i'm trying to add a custom item to the game and plan on using the console to spawn it.
to get the minimal amount done to test it, i planned on creating a custom ItemPrototype.cfg file with a custom name in the ItemProtypes folder. the custom .cfg would use {refurl=../ItemPrototypes.cfg;refkey=[0]} to import the base template. then give it a unique SID and a default effect prototype (to see if the item spawned in my inventory and applied the effect).
questions:
1. is that a valid way to create a net new item? figured this out
2. is the refurl structure correct for referencing the file one folder up in the tree? figured this out
3. can i use the figured this outplaceholder assets for Icon and IconBig while i'm testing? like are those baked into the release game we have installed?
4. can i spawn the item via SID using the console command: figured this outXCreateItemInInventoryByID
OR i'm i going about this completely incorrectly?? all i've done so far is .cfg replacements and bpatches.
why are the mods for this game shit
Do EffectPrototypeSIDs added to an ItemPrototype apply while the item is in your inventory and stop applying once you drop it?
It's not seeming to work that way with my testing so far.
No, the effect is generally permanent by default. The only thing I can think of that acitvates when it's in inventory or not is artifacts, and those work in a very specific way
The way everything is currently it's probably easier/better/faster if I make all my own everything for my realism mod instead of trying to merge @hazy ivy 's OXA mod. It's the state of the modding tools and how everything works right now. I can't tell what exactly is breaking what.
Which artifact works in your inventory? The HoC right?
I'm giving up on trying to merge OXA. I don't know why things were done the way they were, which makes it hard to understand where I'm going wrong with the merge. Also there's multiple things in OXA I don't want and removing them seems to create issues with dependencies and references.
Unless I can import the actual uasset files into my mod to make all the references and dependencies work for how I want to flange it up for my mods it may never merge properly enough.
@hazy ivy There is a bug with the Grim and S15(grozas) inventory icons for the picatinny rail and RU_ColimScope_1 in OXA. I was trying a new game with OXA standard only.
I'm trying to add the Deadeye slide with the optic cutout as an upgrade for teh udp and gambit, what should I know about making a new upgrade that's not obvious?
I got the slide upgrade to work on the gambit/krivenko, but the texture is messed up. And it won't apply properly to the regular udp.
Hii thx 👍
are you sure? I think bskipref in parent struct tells "skip this when referencing", so child struct won't inherit anything marked with bskipref
I would really love some clarity on what exactly bskipref does. In end result it seems to more or less overrides whatever was there before. I'm still not 100% sure on when to use bskipref or nothing. Bpatch is a bit more obvious how to use, lol.
My deadeye slide as an upgrade for the UDP/Gambit flange is moving forward. So far they both work, but the old slide doesn't get removed and both slides overlap and look all glitchy. I'm guessing I'll need to change the static mesh in ZoneKit to make it work? Or is there a way to make it work without going that far?
I think I have that maybe figured out actually. But I'll need to make the original slide it's own attachment so it can be removed. But I can see that not working out. If it does work that's useful to know it's possible.
From what you're saying it actually prevents a node from being referenced in effect. If it has bskipref in the original node you'll need to redo that section as if nothing was there originally if youdo not bpatch it. And if that's so that explains a lot of weirdness I've run into.
With the slide gone you can see the that the bullet is fully animated when it goes into battery
Can I safely append multiple items to Trader_Cosnsumables_ItemGenerator.cfg like this:
ItemGenerator : struct.begin {bpatch}
KBS : struct.begin // <-- This will append
Category = EItemGenerationCategory::Junk
bAllowSameCategoryGeneration = true
PossibleItems : struct.begin
[*] : struct.begin
ItemPrototypeSID = Item_1
Chance = 1
MinCount = 1
MaxCount = 1
[*] : struct.begin
ItemPrototypeSID = Item_2
Chance = 1
MinCount = 1
MaxCount = 1
struct.end
struct.end
struct.end
struct.end
struct.end```
I would assume it'll just grab the next 2 available numbers when patching?
Yes, that can work. You can also grab the Trader Generator and inject your own generator in it, something like:
And then:
This sorta allows you to be able to manipulate your own generator separate from vanilla's
Btw the "88" on that later picture on the item generator, you can put whatever number. I use 86 for Lootable Zone, 88 for this other mod. Generally you want that they don't clash just in case. So you could pick whatever number you want that is high enough for it to not accidentally clash with any from vanilla (they don't even reach that far afaik), nor with future patches (to make your job easier so you don't have to go back to look at your generators when the game updates). In other mods I've gone even to 2000+ to ensure it wouldn't clash with anything or with any mods, just ponder a bit "whats the number least likely for other modders to use" lmao
How exactly is the wildcard(*) handled? Does it work like it seems it should or does it do something else?
- is basically whatever number is the last sort of thing. It is in part so you don't have to number things. It is very useful. For this specific case I explained above I put numbers directly to avoid any possible issues. But apparently you can have a vanilla generator with numbers, and you inject your items into that generator with *, and your items will be loaded after the vanilla ones
well it put it as that dot thing well you get what I mean
That's what the wildcard should do. The * is called a wildcard because that's basically how it normally works. It says "put in whatever value makes is flange proper" in effect.
Thanks KP! I'll look around at this method too but keep using the wildcard for compatibility I think. It would be nice to set different items to different trade locations and/or rank.
So I need to dig around the Item Generator files and reverse engineering them. I spent two days with my head buried in Item and Effect Prototypes just getting things to work for the first time.
Is the ZoneKit download being crappy slow for anyone else? I have 600/600 and it's going at 50ish right now. It's probably just a lot of people downloading it at the same time I would guess.
that's about what mine maxed at for a majority of the time. I had to leave it overnight even though I have 1.2k line.
Also I doubt a lot of people are downloading it 🤣 probably just a limit set on the provider side.
Maybe you're confusing MB/s and Mbps?
ITs sadly this way all the time
Epic Launcher downloads are displayed in Mbps and it was capped at about 60 for me, it would sometimes spike to 400-600 Mbps and then throttle back down.
I've got better speeds consistently before
I'm back at 500ish now for the ZoneKit download
In theory hiw hard would it be to make a multiplayer mod for stalker 2?
very hard, that's a huge undertaking
What would it entail?
anyone know if there's an alternative to this (https://www.nexusmods.com/stalker2heartofchornobyl/mods/231?tab=description) mod? just come back to playing after a year and it conflicts with a lot of changes GSC made in the meantime
just want to have a conversation with an npc without rubbing nipples with them
I have not found a replacement yet. Been looking every now and then but nothing so far.
I can flange up a bpatch version. There's a number of those older mods that aren't updated that I've ben turning into bpatch modules for my own mod I haven't released yet. I hadn't thought to spin one off just for the social distance mod.
need something like this but to turn on/off certain things like dots and certain UI, increase zoom distance/talk distance etc
YEah, I've been saying it for years. I started with "Flange it up" because a flanged mace gets it done, but with extra, well, flange
Just need to test that these individual bpatch modules actually work and then I'll upload them to NexusMods soonish
@vital heart yeah that'd be sick if you could, I tried to bash the obj cfg together but ended up just breaking everything
I'm just putting the mod page together. I've been meaning to get thi all flanged up anyway
flangetastic
*Cat for Attention ❤️
nice one brothaaaaa, can finally play without every npc I'm dtf
Cats are always relevant
is this your cat? it is so damn cute
Cat picture in mod thumbnail>>>>>>>>>any other thumbnail and will get my immediate attention
Now if only we could get the cat in game. With his little head poking out of the backpack or something.
I've read comments about my cigarettes mod that literally say "this mod is bad, it encourages bad habits!!! we dont need this!!!". Imagine if we put a cat in a backpack: "OMG ANIMAL ABUSE, WHY IS A CAT IN A BACKPACK??? TERRIBLE MOD!!!!11!11!"
Have you ever got to the point where you just go... Fuck em?
Cause this seems like the perfect time.
Smoking is part of Skif's backstory... Why wouldn't someone make a mod for it.
This is why I locked all my comments lol because its ridiculous, and I'm going to start sending this whenever people come to discord to complain too
100% accurate lol.
also like this is a game where you go around murdering people lol, smoking is morally excellent compared
I have backpack cat carrier for my cat, lol
Can we get a version with a joint instead of a cigarette? I would rather get Skif high personally. But I'm a towel like that 😉
Yeah, I plan to add more stuff, technically this all is part of my radiation overhaul mod, but thought I would put the cig in lootable zone too
yeah lol, I guess for them smoking is a bad habit but consuming vodka and killing people is not
one of these please
You trying to bring your work home with you?
Imma go get stoned out of my gourd and brush the dog, this was literally 1 minute of brushing
what a strange artifact
+4 to making my house a fucking mess
What type of dog is it?
I washed the sheets literally yesterday, she jumped on the bed to get morning scratches and it looked like someone had been shaving their pubes
German Shepherd
Ah, She's getting her winter coat around this time probably.
Damn, I haven't even seen snow yet this season.
I moved here like 3y back in January having never even been to Canada
still not over the snow
I love snow lol.
snow's great until you gotta drive in it
I enjoy driving in snow, It's the other people that are the problem.
Some dude with a slammed civic trying to drive through 2 inches of snow.
Good luck.
6 ton truck with someone standing up in the back takes the fun out of it lol
You guys chain up? Or have the automatic system that rotates them under the tires? You must have something.
i think the current system operates predominantly on prayer
Wait what? They don't give you chains at all?
i dunno if it's something they whip out if things get apocalyptic
but atm i just drive around and try not to do it sideways
Is it municipal or private? Not sure how the service operates in Canada.
municipal
Yeah, They must have something hidden away. Gotta spend that budget.
tbh I think they're too busy trying to get people to stop reversing into stationary objects
canada has a pouch
lol, That's an automatic revocation of driving status here.
its impressive how for a country with this kinda weather, our leading cause of collisions is just reversing into shit
it always sounds ridiculous, but then you do it and you realise it aint that hard lol
I took out someone's shed once
I mean, Squads def have blind spots. But here you'll get hit with the... Why didn't you have someone spot you...
in my defence it was a shit shed
They don't fuck around.
lol they have 'mandatory spotters' and all that shit
like one sec lemme just stop CPR to reverse this vehicle down an alley
i mean, you don't always have the excuse
I gave a bollard a lil love tap at the fucking hospital the other week
my spotter was spotting something else i think
Yeah they made it policy specifically with stationary objects here. You loose driving privileges with any Department vehicles.
Have to go back through Evoc training.
I can thread a needle going forwards
Yet FD will go down a one way removing sideview mirrors and it's just a normal day.
backwards is for wizards
For my UDP slide upgrade flange. I can make the upgrade work and the new slide with the optic attaches properly. But I can't make the original slide attach as a preinstalled attachment. It all works, but the model for the original slide won't show up properly.
I made the original slide an attachment that attaches to jnt_shutter, which is preinstalled as an attachment.
The faust/deadeye shutter(slide) attaches just fine as an upgrade. That works very well so far.
I MADE IT FUCKING WORK!!!!!! @brave spruce (As in the making the deadeye slide as an upgrade for the UDP/Gambit so you can have an optic on the UDP without making new assets)
Something about making it attach as an upgrade will make static mesh apply properly while having jsut be an attachment won't work. I'll show y'all what my code was.
I put all the code I'm using into a text file and denoted which .cfg it came from.
The only hitch so far is making it interchangeable, but that's not a big deal other than I want to know how to make that work properly for other stuff. For now it's a permanent upgrade.
I haven't learned how to edit localization or make my own icons so that's reusing existing assets for now.
I also need to learn how to change the inventory icon to show the new slide
A medical mod I have been working on. Still early and missing a lot of things but its going.
Looks really good.
Limb based damage system similar to EFT or GAMMA.
Yeah, I recognize it. Been waiting for something like this since launch.
Are you planning on making all the meds and kits to maintain it yourself? Or release it as a location based damage system and let other people develop the meds?
Not 100% sure yet. I was thinking about adding very basic med items to start like a tourniquet and surgical kit along with editing all the default med items to be compatible. My thought process is there is already a bunch of mods that have high quality medical items so all I would have to is make a compatibility patch for those items.
Yeah and have the ability to apply them to specific areas.
Yes that’s the goal. Might not happen immediately as I want the core functionality to be squared away first. Unfortunately the limited capabilities of the SDK are driving me insane. I spend most of my time figuring out workarounds for basic things.
Yeah, That's understandable. Hopefully GSC pushes the next phase of the SDK soon.
oh that's neat, been wondering when we'd start to see stuff like this, I'm curious how the armor zones actually work for the player
@hazy ivy @brave spruce Now we can add new enums, and of course UE4SS can help us see the existing ones. Is that tool still good for 1.7.1 though?
https://www.nexusmods.com/stalker2heartofchornobyl/mods/876?tab=posts&BH=0
DefaultExpansionSquadNumMin = 4
DefaultExpansionSquadNumMax = 8 is this for lairs? or senario's? if so does it icnrease the number of squad's or how many agents can be inside 1 squad
Will be interestin if it works. Other problem was UE4SS wasn't working with 1.7 not sure if someone updated it yet
I was looking into stuff and the Photo Realistic Zone mod has a working version.
Everytime I hear Enum I immediately think of that failed metaverse game Dreamworld.
I don't even know what that is, lol
Bullshit Devs trying to crowdfund and game by promising the servers will have no player limited because they figured out a new way to do it by using Enums.
Shit was hilarious.
interesting
I'm trying it out now and so far it's working
Well that's something at least
@hazy ivy @brave spruce I got the all the enums so we actually know what they are and if there's anything unsused we can make use of
Both as a text file and the .hpp that UE4SS dumped
Can you use those enums in blueprint or a quest script? I’m curious how we can efficiently use them.
makes sense
Hell yeah man great job on figuring it out! Not sure why it won't just go back to the stock slide, maybe you could try using the InterchangeableUpgradePrototypeSIDs : struct.begin that I see in UpgradePrototypes and make an ugrade for the stock slide and have them work together. I see that for some of the lasers you can swap between.
I haven't fidgeted a bunch with upgrades so I couldn't help much on figuring out what you wanted initially and you figured out what I did know by the time I saw your posts lol.
The icons are pretty easy you just add it in the weapon attachment cfgs like
[3] : struct.begin
AttachPrototypeSID = GunUDP_MagIncreased
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/UDP/T_inv_w_udp_magincreased.T_inv_w_udp_magincreased'
You can reuse the icon for the Deadeye or extract it and modify it how you want and reimport it.
For localizations you can use this to make them https://www.nexusmods.com/stalker2heartofchornobyl/mods/540
Oooo cheeky that could be pretty dang useful for alot of people
Mod page for the enums and cxx headers dump
Thanks!
I was trying that and it wasn't working properly. I'll look into making it interchangable later. It can be permanent if need be.
I need to know how to edit the inventory icon(s) and model of the gun in the upgrades menu. And also how to properly import that stuff into ZoneKit. The upgrade icon itself should be relatively easy.
With the inventory icons and all upgrade menu model it seems like the attachments are generally pieces that get positioned around the gun. It seems like I'll need to find and reflange the deadeye slide and optic pieces onto the UDP/Krivenko icon. But I have no idea how that's actually all done.
I've already downloaded the localization tool. I've not actually done anything with it yet so that's all new to me.
A new quirk I ran into is the ingame model when you drop it now had two slides, and one of them is in the wrong location. Ultimately I'll need to change the static meshes and/or skeleton to make this really work 100% properly.
Also for something like this you need to add code to ItemGeneratorProtoyptes(and probably a couple other .cfg files) so that the NPCs, etc spawn the weapon with the DefaultSlide upgrade/attachment.
Truly the important thing that was learned is that upgrades and attachments that are not an upgrade handle static meshes and sockets differently. I can attach a mesh that's a core functional piece as an attachment, but only if that attachment is attached as an upgrade. That exact same attachment code to add the static mesh to jntshutter(not a socket, a joint, attachments usually go in sockets, not joints) doesn't work the same if it's just a regular attachment.
To really make this work I think I need to add a new socket that is basically a copy of jntshutter and then have the slides attach to that.
Upgrades can attach meshes to joints and sockets, but attachments that are not part of an upgrade can only attach meshes to sockets is probably the simplest way to say it, lol.
@hazy ivy What do I need to know about editing the inventory icons and model in the upgrades menu? Or at least something to point in the right direction to get me flanging?
Oh I just noticed in the weapon cfg you removed the slide from the MeshParts but didn't add the default slide to the preinstalledattachments.
Maybe thats why it wont go back try adding that with a bHiddenInInventory = true to see if itll work then if you haven't done that already.
That's what I was doing at first and it wouldn't work. Only the upgrade would work.
Done as a preinstalled attachment the model was missing, but everything worked as if it was there. You can see that they animate the bullets in the gun internally..
The best explanation I can figure is that attachments can only attach meshes to sockets. But upgrades can attach a mesh to a socket or joint.
ah ok i gotcha, yeah theres so much back end info we dont get to see its hard to tell exactly what the limits of the nonsense we can get up to is lol
indeed, being able to dump all the enums and c++ Headers should help. And if that enum tool actually works we can really flange up some good shit 🙂
Pretty sure you can look at enums and headers in sdk too. Assuming I remember correclty.
Can't edit them there though.
ohh this looks super useful! thanks!
I need to dig around ZK more, because that would be useful for EEffectType references. I"m new to UE5 so I've done the bare minimum in ZK to package things.
There is a lot of the C++ code exposed in the ZoneKit, I couldn't find anything enum related by searching for it I tried looking though
If I get a chance to look tonight I'll post screenshots if I can remember where I saw them.
There are some enums in the ZoneKit, but not the full shaboingboing that I dumped
What's in the ZoneKit for C++ Classes is what you get from the UHT Headers Dump from UE4SS. The CxxHeaders dump is the one that contains all the actual enums and is different from what's in the ZoneKit as far as I can tell.
So adding your own custom Enums is working? Just need to make UESS Experimental the requirement?
I haven't tried actually adding anything new yet
definitely hacky and hate forcing a requirement for my mod - just give us full ZoneKit GSC plz
I meant using UE4SS with the GUObjectArray.lua from Photorealistic Zone to make it work in 1.7.1
seems like it works based on the posts - maybe i'll bake a test tonight to see. if i could just add one custom EEffectType i could reduce my mod complexity by 3x lol
That’s what I’m thinking about. Additionally, if we can load a LUA script we can do a lot more stuff.
Should be able to because that what U+ does or at least did at one point for hotkeys
This might be a silly question. Where is the code/scripts that the enums use. As in if I make a new effect or item/weapon/attach type how do I connect it to the new enum?
For Effects it's in EffectProtypes right? There a Type key and DuplicationType use that that key to decide whether to keep the new effect or stack the effects etc.
For Items there's also a Type key so it seems the Enums are used in Type across the various Prototypes.
Seems like if you inject a new Enum you can use it in Type
EffectPrototypes configures the effect. It's not the actual code for it. I'm talking stuff like a whole new weapon type, new attachment types, new effects, etc.
The enums basically list what can be called. But don't actually contain the code of what is listed.
Ah ok, think I misunderstood you question. I've been working with Items and Effects mostly and those are just defined in the Prototypes.cfg - but you're looking for the code that powers those, not just new definitions?
Yes, exactly. How do we use new enum to add whole new things. For example if I can make a new attach type that can attach static meshes the way I want then that solves a huge flange for me.
wouldn't you just inject the Enum using the tool you linked earlier and define all it's details in LUA?
The enum doesn't automatically do that, there's a few other parts involved with c++ components. What I cna't find is the actual root/core code it calls on.
Yeah I understand now, I haven't gotten that far yet myself 
Holy fuck those random lightning strikes get me every time
my experiance yesterady from one side ipsf flanked by bloodsuckers and random lighting on my head 
With enums and and all that.
As I suspected the code I really want to get it at simply isn't that accessible as far as I can tell.
Blueprints are actually LUA scripting in a format similar to Visual Basic(if anyone else ever worked with VB?) Blueprints are LUA scripts, but flanged up in a visualized flow chart.
We can add new C++ classes and enums. But that may be limited to reflanging existing code in new ways for now.
I still want to be able to see the actual real code for stuff like ItemSlot, ItemType, AttachSlot, AttachType, Upgrades, etc so I know how stuff works exactly.
For example with how upgrades handle attachments vs attachments that aren't upgrades there's a difference in how static meshes are dealt with. I want to see that difference in the actual core code so I can know how that actually truly works,
I don't think GSC plans to let the source code out.
Alright guys, I think I just made a breakthrough. Using UE4SS, I figured out how to access my ModWorldSubsystem blueprint from my mod. From there, I can read and modify its variables directly from a Lua script.
This essentially allows information to be passed from quest scripts to blueprints and vice versa.
I feel like a derp for not realizing what I want is source code type stuff.
That said, I don't expect them to give out the full source code. But we only need to be able to see some specific parts of it that could be exposed to us in the SDK along with what's already exposed.
The code that would be useful is somewhere in the game files. And we don't need it exposed in the SDK to be able to see enough of what we need.
A decent portion of it is pre-scripted stuff anyway from what I can see. And in those cases we need to know where the script(s) actually are in the game files.
Yeah asked GSC for api for combat and such so we could get more control over behavior. So they kind of already understand the idea. No idea if they'll do anything with it.
I can see them being much more restrictive about A-Life/NPC Behavior type stuff.
I was starting a fresh install of stalker GAMMA and I'm looking at the End of list section was wonder if I shouldn't mess with any of the mods in there or if that has good stuff?
Wrong place
sorry
Each weapon part/attachment has a texture file for it's inventory icon. All you need to do is make another texture file with the same name, same location, plus "_upgrade" at the end
game will figure out the rest, assume its some C++ function
Thanks.
What about attachments? And the upgrade menu model
For example when I add attachment the icon changes accordingly, but many of the attachments are their own file/texture.
How do I make sure the positioning of the attachment matches the weapon it's being attached to?
manually 😛
all the upgrade images are the same size, just png overlays
so brush off paint.net and start shuffling pixels
it's tedious af
IconX and IconY are in cfg, but they're not actually used
That's what I wanted to know. I wasn't sure if there was something you needed to do to align them or if it's doing it the old fashioned way
What happened with the bugged out icons for the grim and ratkiller in oxa?
For the grim the picatinny rail wasn't replacing the carry handle properly. And for both the grim & s15 the RU_Colim breaks the icon. The gun itself gets tiny and the attachments are all over, sometimes using the angled version meant for the upgrades menu.
Honestly I think I just got bored of doing the upgrade icons - They're completely non-functional in Prototype as there's several hundred new ones to set up. As the vast majority of people on Prototype are using the custom components, which aren't compatible with the stock upgrade system, the level of work required is completely disproportionate to the potential benefit
Not the upgrade incons, the inventory icon and model to the side
I should have taken a screen shot of it
if it the icon gets completely white, its a bad texture path
New groza parts have been 'coming soon' for a while so I've been avoiding the issue
I'm changing my mods to oxa only and loading the oxa standard only new game I started so I can show you what I'm talking about
It stopped doing it on the Ratkiller, it's only the groza and s15
DIfferent question: I'm adding new sockets to the UDP.
So far(I think I made a mistake) Zone Kit isn't retaining references to the anim collections, etc with the asset I checked out.
I have noticed you only using either skel or sk from the skeletal meshes folder, but not both. Why?
Also do I need to reflange the anim collections and all that for the version of the skeletal mesh in my mod?
skel and sk are both skeletons, just an inconsistency in nomenclature
Ok, but they're not the same thing, They'er very very similar, but have slightly different option in ZoneKit.
It seems like I need to relink all the amim collections to the version in my mod as far as I can tell
I'm not sure if I accidently fucked the references up or if I need to reflange a bunch of them for animations, etc?
What I'm trying to do is add a socket to the UDP to make my slide upgrade flange work more properly.
But I can't even find out if that part works because I'm doing(or not) doing something that's breaking the connection to the animations again.
I can't look at your mod in a way to see what you did to be able to fiure it out for myself by seeing how you did things
If I could import your mod into zone kit and jsut look at what you did I could figure this out so much easier and faster and not need to ask you annoying questions like this, lol(Which is of course a ZoneKit issue)
I actually just right now made the UDP slide attachment upgrade work how I it want to(I think, we'll see with more testing) But that was by only using the sm and adding a socket to correspond to jnt_shutter similar to how jnt_magazine does this to add the mesh for the magazine. Which is the missing piece I needed to make the mesh for the slide work as an attachment properly.
I still need to figure out what I'm fucking up when adding sockets to sk or skel that's breaking the references to all the animations. Or if I need to redo the anim collections and it's one of those not obvious things I keep asking about.
Do I need to reflange anim collections or a checked out sk and/or skel? If so what about that isn't obvious?
Have a question ☝️
ar monolith has
MeshInWorldPrototypeSID = Gun_RifleMonolith_StaticMesh
But after all no any references to other cfg or file StaticMesh itself
How to explain?
I clearly understand it just a reskin with all default values and meshes but how it works I don't..
Anyone knows how to replace the main menu music in stalker 2 with custom music?
Want to replace the main menu music the the end titles soundtrack
Hi guys, is it currently possible to make a quick save mod, with a 1 hour cooldown
Hey all, do I need the modkit to pack a simple localization mod? I'm deep into fixing the horrible serbian localization and I wanna start testing it
There's tools to edit localiztion on Nexucs mods, just search for localization in the Stalker 2 mods and you'll them
I dumped the localization jsons, edited the the one language that I want, and now I wanna pack it up
Though into cinematic subtitle strings aren't in it, everything else is, it seems
I'm torturing myself with revision of the entire translation lol
I haven't done localization yet, but I think it's more or less like any other mod. I think you have to use the localization tool to reflange the jsons into the file format that UE wants before making it a normal .pak file.
There's probably more info in hte posts sections of the mod pages for the localization tools
I don't think ZoneKit can do localizatino stuff at all yet
It is a much requested feature though
first im really looking at CFGs so sorry if known/answered but in the instance here does stuff like "SimpleFoodGenerator" and "TraderRegenDaysPassed" refer to other structs(?) - pretty sure I found the Generator ones but not the conditional ones like days passed
Correct
You're welcome
I am interested in making a small change to the azazel_gamemode.script to allow me to respawn as same faction any time I die. It not appearing in the Anomaly\gamedata\scripts folder but I do see it in the data tab of mod organizer. Does anyone have relevant info? Thanks.
also, the open with VFS option is not functioning when right clicking on the script in MO data tab. log reads: failed to invoke 'open C:/Anomaly/gamedata/scripts/azazel_mode.script': Thesystemcannotfindthefilespecified. (0x2)
Sorry I think you're in the wrong mod channel this is for Stalker 2
ty
hey this has probably been asked alot but, the link for the drive is dead, is there an updated one?
after not playing it sense release im redownloading stalker 2
You’re going to have to kind of piecemeal that mod list together now. Since 1.7.1 not everything on there is 100% compatible anymore.
so on 1.7 u were able to just pile the mods up and it would work?
Cause im not able to save and reload my game with mods now, not even sure which ones a causing issues, although it was a save i was playing on with the same mods, nothing really changed
Never used this setup exactly. But I know certain mods on it are not compatible anymore.
Not sure what would cause not being able to save.. unless the game thinks your on master difficulty.
The big one is oxa Proto and craftable zone.
No longer compatible.
no i mean i can save but when i try to load that save it just crashes
im not using oxa cause a lot of mods seem to not work with that one
Not sure. You’d have to post your entire mod list for me to even try to see what’s going on.
So, a shit ton of weapons.
here it is, wasnt expecing any help or anything but maybe take a look maybe something will stand out
i just mostly want more guns for the game
i wanted to grab the give us more guns mod but it crashed before i even got to that
Is it every time you try to load? Or intermittent?
every time
only after i make a save with the mods
i already played with the same mods and it was fine but post mod and the game update last week or so it just broke
before i had the same exact issue and removing some mods solved it but every other mod update it breaks and every game update too
Are those weapons world placed? Or console only? Vendor only?
Do you have any equipped?
Ok. Kind of a strange ask. How far in the game are you?
i think its an issue with loading a save with modded weapons, it lets me load my old save but even if i do nothing and save and reaload it crashes
not very, its pretty early game, never left lesser zone on this save
Ok. This is going to be extremely hard to test then.
What you need to do is stash all of the mod weapons.
Then move your character away from everything. Try to get away from npcs that can spawn with the weapons.
And try to save.
hmmm i see
i did it was easier, i start plucking mods one by one till i find one that causes it
had to loose some weapon mods but it was fine
That’s an option also but it’s going to break that save.
till i had to do it for like the 5th time, every day it breaks
You can’t just remove added items.
Yes. If the asset is rendered or loaded and you remove the mod the info no longer exists.
That may be what’s happening with the save.
It’s trying to save something it has no info for.
makes sense
but it mostly crashes when i dont change anything with mods
just wake up the next day see steam updating mods and it can crash if i save after loading my old save
Personally. I would ditch steam workshop but that’s just me. I don’t like those subscribe apps controlling what updates.
I use OXA prototype. So I don’t run any additional weapons mods.
oh i see thanks for the help anyhow
Hello everyone, let m ask, is there any project going on that wants to make Stalker 2 models more military like than Scifi? Like the HD models mod in Stalker Soc, adding Gorkas, soviet and NATO military equipments
Not sure if there is any projects ongoing, Would love to see this be worked on though. I think the problem may be the SDK at the moment. I have not really seen anything changing armor models outside of recolors.
Mercs need some proper tac gear imo.
Some might want to, but maybe waiting for sdk development to slow down an stablized before putting in all the time so they don't have to redo it 10x
I figured out how bskipref actually works.
When you refkey something(usually a template) bskipref says "ignore this node/entry in the parent you're referring from, it must be manually restated if you want it included at all."
For example in effectProtoypes.cfg the template effect has multiple bskipref entries in [0]
Whenever a node does refkey = 0 in effectprotypes the nodes/entries that have bskipref will be ignored by default.
DamageType = empty has a bskipref. That way when an armor effect node is made it won't have a DamagType attribute unless you state a DamageType = in that node.
Any node in the original file/node that has bskipref needs to manually restated in full(unless you're bpatching it) when you refkey or refurl it.
People have already demonstrated that specific model swaps are possible but I question why you’d do it
I need someone to help me or take over this project I've been working on
I'm autistic about immersion (probably because I'm OCD/ADHD) and when something feels so close to real as Stalker 2 - minor things that take that away make me petty af
The lazy full screen zoom in when you use a scope is one of those things
So I've been trying to make a realistic scope like Tarkov, Insurgency Sandstorm, GAMMA for the entire week with zero prior experience or know-how. Spending 14 hours a day and staying up until 2am to get it done and I've gotten nowhere.
For it to work, even if you don't do true dual rendering, you need to reverse engineer the entire engine, bypass integrity checks, find out what hooks call to the ADS state and then optimize the picture quality without tanking FPS
I don't have that knowledge so I'm at a roadblock but refuse to wait for GSC to release better blueprint support
I tried to make it with just simple config edits, then ReShade, then considered ReShade + UE4SS but I couldn't get the Live Hook for UE4SS to work, then I downloaded Zone Kit and tried to trick the game by attaching a camera to the player model that only worked when you were holding a weapon with a scope but I can't get a scope to spawn in the player inventory without ZK freaking the hell out
So your trying to do a picture in picture scope?
Without completely annihilating FPS, yes
The two ways I thought about implementing it were to do true PiP and dual render but doing that with UE5 lumens would probably make the engine crash because of how taxing it is
So my second idea was to "fake it" by magnifying the scope picture and ignoring rendering which would ultimately only work well for people with good PC's using a high or modified draw distance
Honestly, Any type of PiP system is going to be for people with better rigs. They are very demanding.
Either would work, but I feel like true PiP would be better because at least we can make modifications to optimize the picture quality so more people can run it. It could be downscaled with lumens turned off and then have extra sharpening applied
I know it is which sucks
Could also apply that to digital scopes like thermals etc.
Absolutely!
Digitize the image so to say.
Unfortunately though, I'm still at a roadblock and don't know where to go with my findings
hmm, I would give it a little time. Someone will probably stumble across your post and possibly have some insight or interest.
I'm no graphics guy, but to my knowledge PiP would be nigh impossible with the current SDK. There's nowhere near enough access to make it run in an even vaguely performant manner, and this is on a game that's not exactly renowned for being well-optimized.
I know squad managed to get pip in the unreal 5 test.
Not sure what version they are on though.
Which is why I dropped using Zone Kit because I'm starting to get the feeling that I need to modify the engine directly which would require knowledge of Ghidra, C++, Visual Studio and more
I'm adament in my belief that it's possible though, it's gonna be a complete pain in the ass but it would also be an admittedly impressive feat
I also firmly believe that we can get it to run smoothly with good use of upscaling and then add sharpening
is there a PDA radio that works?
What's wrong with the ambience, you don't like the gentle relaxing sounds of geiger counters, blind dogs, gang violence, mutants, emissions, etc?
Thats cool too but a Bandit playing violin in m
or banjo would do it too
Lil bit of automatic crackling a mutant rawr and then dodoodoo
You want ambience? https://www.nexusmods.com/stalker2heartofchornobyl/mods/1248
Shit has me looking behind me while playing sometimes.
@brave spruce @hazy ivy @thick widget
I'm trying to calibrate what some of the values/numbers mean when it comes to the damage model.
How exactly does strike work? How does it scale?
My intention is to try to correlate armor in game to real life armor ratings such as 3, 3a, 4, 4a, etc. I need a baseline for how it works to get started on figuring that out.
For stuff like the Bullet Drop/Length Height numbers(and distance in general) what units are being used? It appears to be centimeters thanks to the comments/notes in Fubar/Stalker Unlimited. If it is centimeters that makes things easy to figure out.
I did notice rifle grenades do 150 damage at the launcher, which helps calibrate what damage numbers mean. I need to understand how the math works out internally a bit better. How does armor and penetration enter the equation(both literally and mechanically, lol)? Does any actual physics type math get involved as in using something like newtons as a metric for force?
Dispersion Radius and so on is not obvious. I don't know if 300 means a 30 degrees radius, or something else?
How does dispersion correlate to MOA(minute of angle) in real life? As in what number(s) for dispersion give you a 1 inch(2.66cm) group @ 100 yards(91.44 meters)? 1 moa is a 1 inch group @ 100 meters. A 1 moa assault rifle is considered to be very good. Your standard issue infantry AR generally won't be 1 moa. Sub moa(as in less than 1 moa) is considered very good in general.
Oh looks VERY interesting, thank you 🙏
Will test it right away
I'm not too clear on the damage variables myself. So I can't really help there. At least not accurately haha
Units are cm sort of. UU is actually 1016 instead of 1000
So 101.6 is a meter
oh, that's annoying, why would they do that, lol
We've all asked that same question
indeed
I'll admit I'm no exper on this but from what I could tell there is a bunch of math involved from multiple cfgs but nothing I saw looked physics based. It just looked to me like strike protection increased overall damage reduction of any player/npc wearing that armor which the ArmorPiercingMod in the ammo also effects.
There is also damage modifiers in the GeneralNPCObjPrototypes for head, chest and limbs. Basically what I did was just get the values I wanted on NPCs wearing exos as you fight them for half the damn game by editing the PlayerWeaponSettingsPrototypes numbers absurdly high to my preference, so you might start with Exo enemys first too then work your way backwards once happy.
Im not entirely sure you'll be able to get the exact results you want based off how it works from what I can tell
Weapon system variables aren't going to get you super realism, but can kind of get the feeling of some of it in a gamified sense.
There's also this which skews things more in GeneralNPCObjPrototypes.cfg. I can't remember the exact effect that Oxide told me about previously haha
ArmorDifferenceCoefProjectiles = 2.0
If I'm remembering correctly he wanted to link it to armor or armor combos if possible. Could be wrong
Probably adjusts the difference between strike and strike protection
Oh yeah I see that now. I did noticed when I was fidgeting stuff didn't really work the way I expected.
Going off the numbers I saw on Exo's vs normal NPCs with lesser armor it didn't scale anywhere near what I'd expect based off the numbers in the armor cfg strike protection.
I've yet to have to time to sit down and really mess with the strike values to figure out the actual damage reduction value.
Pretty sure Oxide has the formula some where on here if I can find it haha
Np no rush things are a mess now and I don't have tons of free time currently so just if you ever get a chance and find it just @ me
Oh ok thank you! Read some of it real quick and yeah looks like what I was experiencing too and why I got it good enough and parked it for another day lmao
I'm also going to potentially throw a big fat wrench into the damage model in the near future
I'm working on an experiment that will do split damage.
- Base Damage
2, "Bleed" DoT for both player/npcs (Also affected by strike protection)
Figured out how to negate it with some true/false effect mischief just a little bit ago so solved the stopping DoT problem. Need to do more testing in actual play to make sure though.
Ok read it all there ty, man they really made a mess of the damage model when they created it. That looked like a ton of work to get it setup better that yall were talking about.
Ooooo neato that sounds really cool! You're way better at this than me lmao
@thick widget WILL NPC OVERHAUL BE COMPATIBLE WITH 1.8 THOUGH WHEN IT COMES OUT
/s
I certainly hope so haha
I'm quickly running into issues reading that.
For example that statement that fmj and hollow point would do the same damage is very wrong.
An fmj is more likely to over penetrate and cause less damage because of it.
The whole point of hollow point is to dump more energy into the target. They would do more damage to unarmored/soft targets(like mutants in the context of this game.)
556 and 545 are meant to be small and fast for better armor penetration. But are also meant to tumble and fall apart when they enter a soft target.
We were comparing FMJ and AP rounds
I'm sure it will, I just wanted to poke fun at the people who ask like its the end of the world if they have to wait a day for you to make a tweak
RL armor penetration bullets are steel and tungsten cores quite often.
There is no 9x19 AP ammo I know of. What is real is +P which is basically extra gunpowder.
I misread it, sorry
Actually, now that I think about, the real power move is to break your own mod before GSC can break it with a game update
You gotta beat them to the punch
If something does 100 damage with 1 AP to a target with 1 strike and 1000 hp what happens?
they have a hole in them
But how much damage is the hole size?
Yeah most of the people waiting for my mods tend to be pretty patient thankfully. I'm pretty up front about what might be the problem and when I can possibly get it resolved by.
Sorry, I don't know why I'm being such a sarcastic asshole lol
Stressed?
(I know the answer is technically your mom, but I need a math answer here.)
Oh definitely, unemployment for 5 months is hitting me hard. Why else would I have gotten into Stalker 2 modding
I wanted to find ways to hurt myself before the corporations could
I'm on disability due to a crazy genetic chronic illness and can barely afford anything. I'm going to the food bank later today.
bless your heart, the US is so screwed
I'm in Alberta, lol
What's the difference, it's just a future US state

Here is my suggestion to sort the damage model out. You'll want to use Spawn Tools. Check the mutant cfgs or adjust one for a temp mod to be the exact strike/strike protection/hp. Then along with setting this the way you want for testing ArmorDifferenceCoefProjectiles. There's also difficulty cfg that has another damage mod in it too. Then you can get everything baseline and play with one variable at a time to see what it's really doing
Okay so I'm going to warn you guys before the mods do. They get vary unhappy with anything even hinting at politics even as a joke.
Thank you for letting me know! 
I know it's all good humor so no issues here, but don't want to see anyone get in trouble after all 
Would kinda suck to get booted out of here before building a team to help me with this mod
I was thinking I might need to do something like that.
There's that damage numbers mod too which can help a lot.
I also learned that at 100 in game meters they don't render bullet hole decals anymore. They stop somewhere between 85-100 meters as far as I can tell.
Good to know, thx
That's cull distance on the decals
I wonder if that's based on draw distance
You'd have to use the sdk to modify it. Sometimes materials can get a little flaky when trying to cook them though just to warn you.
Probably. The way moa works I can do extra math to figure it out any distance.
To do anything big it's going to involve the sdk no way around it. And space is the cost for all those uncompressed assets to be available. They're still thinking about other possible ways to split it out if possible.
You can already choose to not download cinematics and some quest related stuff.
Funnily enough, part of the plan I have for my PiP scopes project might involve directly tweaking the engine itself
Because the SDK... how do I put this nicely...
It's the most underbaked and unstable piece of shit I've ever had the pleasure of trying to use
Well it's still in active development, basically early access haha
It feels like it's in alpha testing still 
Nice enough for them to take modders input when getting it put together honestly.
I know, GSC is genuinely great when it comes to supporting the mod community
I just do not have the patience to wait around for them to update it with all the blueprints and then optimize it so Unreal Engine doesn't try to kill itself every 10 minutes
The engine upgrade to 5.5.4 should help quite a bit 5.1 was already a problem by itself without trying to build something with it.
When is the engine upgrade supposed to come out anyways?
Likely sometime next year
Is it with 1.8 or are they shooting for 2.0
ah
still too much time for me to wait. I want my immersion now
Hhaa
give me my realistic scopes
Pretty sure current game/engine would crap out trying to do it
When you factor in the abundance of lumens this engine tries to utilize, you're absolutely right
but that's why I was trying to use SceneCapture2D, I wanted to see if I reduce the quality of the textures through it, force the ray-tracing off and decrease the shadow quality
just enough that it's barely noticeable unless you're roleplaying as special forces and looking down your scope for hours
I just want to know what number(s) for dispersion are roughly equivalent to 1 moa, lol.
And optic attachments to make sense in terms of compatibility.
A lot of my issues could be solved if the devs explained how stuff actually works better(or at all)
The Zone Kit can definitely do a lot even though it's incomplete.
But no one really know how to make it do the things it can do yet.
Oh the zone kit will be great once they finish it
but yeah, it sucks to try and use right now
That's kind of standard for mod tools. Here's a bunch of options and assets now figure out what you can do. Basically get legos with out instruction manuals.
First in a series of tutorials on how to make mods for STALKER 2 (and most other Unreal Engine games).
00:00 Intro
00:30 Series Aim
02:16 Unreal Engine Terminology
06:33 What Types of Mods can I Make?
11:48 What Tools do I Need?
12:11 Installing FModel
20:00 Installing UE4SS zDev
23:55 Extracting Mapping File
25:13 Add Mapping File to FModel
26...
There's also these
In general a lot of UE5 tutorials can be applied to using the sdk as well
5.5.4 will be close to current tutorials though. Lot of outdated stuff in 5.1
I've already watched all of them.
Helpful, but he doesn't cover a lot of the stuff I'm trying to do(yet)
Anyway, when I do have these answers for myself I'm going to flange up some videos and tutorials and so on for others.
Sorry someone has to walk so the future people can run. You're either the walker or the runner up to you haha
I'm more 
I'm glad more people are getting involved modding the game though. Nice to see again
GSC seems solidly motivated to keep polishing and developing. So S2 has the potential to be quite the fun sandbox in the future yet.
I always loved Stalker 2 way back when it was new(no mods) even though it was buggy as fuck.
I replayed everything with mods before Stalker 2 released.
Stalker 2 has so much potential to be so much more than it is now
Speaking of some people walking and some people running, the modder Kynes Peace / ZunaSW seems to be doing both. Their stuff seems pretty advanced.
Apparently they found a way to read and write info to a file outside the SDK using save games somehow...
Yeah doing a lot with assets and blueprints for sure
I'd love to take a peek at their blueprints.
Does anyone know if there's a way for people to work collaboratively with the SDK, or incorporate git?
Not directly that I know of
The only thing I can think of is it's a multiple of 8
But they wouldn't design a measurement unit on 8-bit computing right? That would be crazy.
yeah 101.6 gives me 1024 - 8 = 1016 vibes
Made a blueprint that plays inspect animations when a hotkey is pressed. It's aware of the weapon equipped by the player and makes sure the weapon is in an idle state.
Sadly GSC only made them for a small number of weapons for the Arena intro animations... so I don't think I'll be releasing this, as I can foresee all the comments asking to add x weapon haha. Good practice though.
These are the only available inspect animations I could find:
Also it racks the slide fully which is annoying for muh immersion.
Any tutorial video of adding new guns? I have some models that can use pm anims
IF we need a new GUObjectArray.lua for UE4SS for 1.8 I'm going to do my best to flang that up for everyone
GSC pls gib
Anyone managed to finish the Zone kit update? Keeps failing for me
Hello fells, I want to create a mod for a unique weapon one of the NPCs (does the name “Skadovsk” ring a bell?), but I don't have the ability to install SDK yet.
Could someone please send me the KORA model? I want to see what the model and maps look like
@hazy ivy @brave spruce How do I change the viewpoint/camera to align with a "new" optic. Which socket on the mesh determines that?
That's what I was thinking. And they all need to be the same name/label to link properly?
The socket they attach to can be called whatever you want, but the viewpoint needs to be named the SID for the optic you specified in the cfgs
or whatever it's SID is for the vanilla item
Ah, that's the part I'm missing, where to do that I didn't catch
most of what I showed there are the names of the vanilla scopes, theres more but it's just the SIDs from attachprototypes.cfg
FWIW none of the vanilla scopes attach at the same point so there is tons of babysitting and micro adjustments lol
oh
zone kit didn't save my change properly
lol
I did do it properly, zonekit failed me
oh yeah you always need to remember to save after every change because it keeps the modified assets in another temp place until you save then it actually puts it in your mod's folder to package.
got me more times than i want to admit lmao
Yeah, they really need to work some of this stuff out better.
does it matter if use I use skel or sk?
What would be fucking up the links to all the animations which I somehow keep doing when I checkout a skeletal mesh
the name varies but i do remember there was 2 skele files but only one was what you needed as they open different
and are edited different
well to add new new attachments youll need to checkout the animation fp i think it was anyway
I already did
I think checking out both is what fucks shit up, because that's what I did before this happened
if you want to see animations on the skeleton you need to have both the animcollection and the skele open at the same time
ie where i posted about how to zero the viewpoint in one of the channels awhile back
im not sure what issue you are talking about otherwise because it doesnt sound familiar
When I go to test it in game there's no animations for the gun at all. It worked fine when I had only Sk, when I checked out skel in addition that's what seems to trigger it
oh ok thats what i was saying when i said you need to add "animations" for the new attachments or it does that
i just copy paste the animation for the weapons empty fire so the scoe just attaches with a click
you can actually animate it but a i dont care and b i dont know how so click it is
not sure if any of that makes sense, but if you ever get a gun that gets stuck and you cant aim, fire or reload that you added attachments to its because you forgot to do that
You're not getting what I'm saying.
It forgets all of the animations
AS in no gun even shows up in game because there's no animations
yeah same problem
atleeast i swore it did that to me before too
maybe you oopsied the animcollection try getting rid of it and starting over
i had some recently that worked fine for like 2 patches then decided to break with 1.8 and had to redo them from scratch
Nope, I added skel in additon to having sk checked out
oh you only have to check out the one file that you edit the sockets in
dont need them both and that might break something
I ahve a feeling it doesn't necessarily matter which one you use, but only one of the two as far as I cna tell. And ZoneKit does NOT like deleting one of hte two after its been checked out how
We really need to compile a tutorial with all these little tidbits for other modders...
yeah it can be a bit of a mess sometimes and stubborn as fuck lol
the file you actually need to edit is the one with the sockets on the left and the wrong one has them in a box on the right
as far as names i never looked i because i cant remember names of shit so i used that
i know for a fact though you only have to edit the one skeleton file to add sockets not both
I flanged it up and most of my issues were the Zone Kit being "anomolous"
thats for sure lol its better than it used to be but still likes to be a menace sometimes
I'm mainly glad I dont have to sit for like 10 minutes waiting for the audio crap that didnt even work to "load" and error out before I can do anything like I used to have to
Indeed, it is improving
So, I realized I can look at the values of the ScopeSocket and viewport socket, do some math, and get offsets I can apply from there to make alignment for other optics on other guns easier.
It didn't work well for me but I was being a cheeky fella and trying to get them super close to the camera.
It felt like the aim animation wasn't equal across the guns sadly, hope it works for you tho!
Don't think there are and videos out there. What I would do is export the PM model from SDK and import to Blender. Then you can go through it and reverse engineer the vertex groups and joints so you can assign the same vertex's and joints to your model. Then import to UE5 and try and replicate the skeleton in UE5 and replicate the PM config file setup.
Will likely have to rescale and get your gun model to line up as closely as possible to the PM from Stalker.
It'll be a trial and error process to do the imports / exports from UE5 to blender and back again
I did the same with a consumable pill bottle and was able to add a new model and reuse the consumables animation from the Psy pills.
I just followed the above process to reverse engineer how it all works.
May someone give me a hint why none of both approaches works?
Are ObjPrototypes that picky?
Can only one patch take affect for ObjPrototoypes and if more than one gets loaded, all others fail?
They can't have the exact same name. You cna have multiple bpatches, but they all need a uique filename
Yeah, the .cfg names are all different
Know this was a bit ago but I wanted to thank you very much for this, I finally got all this figured out after I had a friend teach me the math the game uses.
Jesus christ the damage model on here is such a mess everything makes so much sense now as to why I could never get it to work how I wanted before. I got it now but I'd of never figured that out on my own lol.
You're welcome, glad you were able to work it all out 
Establishing a baseline to know what the numbers actually mean is crucial.
Yeah I'm completely redoing all this and essentially "zeroing" out some of the modifiers so I can control it from only base damage on the gun, AP on the ammo and armor vs the weird overlap it has now.
Not the best way to word it probably but idk how else to say it
I get it. It's kind of a pain in the ass to have to figure this out like this when the devs cold just tell us how it works, lol
No doubt lol, especially when it's coded in a way where a gun with a base damage of 50 could do either 400 damage or 6.25 depending on a couple modifier changes.
Indeed.
It really matters how the order of operations works in the code too.
Also I'd like to know why some of the normal human NPCs have 100HP and others 200HP
For example if I do 100 damage with 1 AP to an enemy with 1 strike protect and 1000 hp what is the result?(assuming no difficulty modifiers, etc)
If I knew that answer I could figure out of stuff works a lot easier.
Indeed. Generally humans should mostly have the same hp and it should be armor that makes a difference to human survivability.
Depends on what the ArmorDifferenceCoefProjectiles is setup to be, that's what really changes shit
I'm gonna try 1.1 as it looks to be the most consistent but with that for your example it would be 100 damage so 900ish hp remaining
Not sure if you've seen this but it helped me a ton scroll to the bottom and read
https://www.nexusmods.com/stalker2heartofchornobyl/mods/837?tab=description
That's with the default 2.0 ADCP?
Yeah for 2.0 it would be the same
UNTIL you change the armor value on the target like going from 1 to 2 as an example
then the 1.1 vs 2.0 ADCP makes a big difference, on a 1 armor pen gun vs 2 armor target its 90 vs 50
the higher the ADCP value the way less damage your gun does when the armor pen value is lower than the Strike protection and it scales FAST
Higher ADCP values also make high armor pen guns do way more damage than they should vs low armor targets
I edited some of the stuff above for hopefully easier understanding
Then then is also the damage modifier on some of the ammo which also messes with all of this lol
Ok, hoyl fuck balls I wish I had seen that sooner
Thank you
It's exponential, that's why the scaling is insane and 2.0 is way too much
and why the difference between ap and sp makes it scale so hard
Np I googled it after Wool was talking about it the other day and found that and forgot to come back and share.
I had to have a math friend of mine explain it so my lizard brain could make sense of it all. I think I understand it pretty good and those numbers mirror what I've been experiencing in my testing.
1.1 or a similarly low value is definitely way better overall
Yeah 2 is way the fuck too high on the difference coef, 1.1 looked to me to be the best value as you can't just use 1 becuase it totally negates any armor
I guess you could do like 1.01 or something but that would probably get weird quick
2 ^ 2 = 4
2^ 1.1 = 2.1435469250725863284260126500467
Its that kind of a difference
I got that backwards actually
1.1 ^ 2 = 1.21
Yeah was about to say you multiplied wrong
exponent, not multiplication
true yeah I know, I just dont know the words he just explained how to do it
me no good math lol
Most of the time coeffecients are multplication, as in a coefficient of 2 to a damage of five would be 2*5
The exponential flange in this is unexpected and makes everything make sense
exonents are like squared or cubed
But any number instead of 2 or 3
Yeah that shit was really when the lightbulb clicked and I was like ok this is why a gun that should do 50 damage is oneshotting a low armor target in the arm yet a noodle against an exo
Indeed. Pistol Caliber rounds shouldn't do much to strike 3-5, but shouldn't one hit anything excepts maybe a tushkan
This makes correlating armor and damage to RL armor ratings a lot easier
Idk what youre going for but I'm just setting the AP on all the guns to 1 and then changing stuff in the ammo config as I want that to be how my game works
I think we're doing something very similar just Im going for more fun than realism without absurd overdamage values
I have to look them up. As an example if level 3a stops 545 and 556(non AP) then 2.0 - 3.0 should be the AP for those and armor meant to be 3A should be strike 3.5
I did notice while rooting around there is a couple NPCs with a strike protection value of 90 so apparently you can scale that pretty nuts if you want lol
I think we have similar goals. I don't want to be too hardcore about realism. Mostly I want the vanilla game to make more sense when it comes to some of the whacky and unrealistic design decisions.
There's no type of AP pistol caliber rounds I'm aware of that anyone takes seriously. Those AP pistols rounds should all be +P and 9x18 and 9x19 both need hollow points. Slugs are not AP, the dart should be an APDS. Modern slugs are rifled, modern shotguns generally don't fuck with rifled barrels and those upgrades don't make sense. Optic/picatinny rail compatibility, magazine compatibility, etc. Gun damage should be determined by ammo caliber and barrel length mostly. And I could go on, lol
Yeah, some of it seems like old values before they redid strike earlier on., Some of that are NPCs like the Duga snipers that you never even see.
They're there they just spank you if you get too close, I got mad after getting killed by a few of them and noclipped over and disabled AI to kill them out of spite lol
They were very tanky
Yeah we're definitely doing close stuff, Im more just making every gun equal so there isn't that progression nonsense and you can use what you want.
There isn't any reason the later game 5.45 guns should be better than the AK you find at the start if you want to use it. Shit like that drives me nuts.
If you don't understand what that is it's very frustrating and confusing. They need to make it clear what's going on with that to the player. My first time at the Duga was not fun, lol
Well equal damage wise, I'm unconcerned with handling/recoil and that type of stuff
Yeah I was trying to get in there to get a stash and it pissed me off lol
I figured if it showed a stash in there I belonged in there had no idea at the time about the quest chain
Indeed.Scaling should happen because of better gear on NPCs, etc. Trying to do it in an artifiical video gamey way like you would for many other games doesn't work for Stalker
For now I'm focused on making optics properly compatible, the damage model, and economics. Quest rewards are way too weak. But if they increase other stuff needs to adjust accordingly.
When it comes to NPC progression/scaling I'll deal with that more later.
About how I've been doing things too lol. My fix was to just seriously increase the stock weapon damage until I had time to figure out wtf was going on and now here I am 
The optics took me about a month so have fun there lol
I'm on track with optics. A lot of it is tedious and repetitive type flanging.
Hey now I own a modern rifle barreled shotgun. Thank you very much. Also it fires sabots intead of the crappy rifled pumpkins that like to tumble more than anything past 70-80 yards.
Lol, there's definitely exceptions to the general case. There are sabots that can work in rifled barrels.
What kind of shotgun is it?
Savage 220
Wanted the flatter trajectory and 12ga doesn't really add any value at range for deer. Unless you enjoy some extra shoulder kick.
Still I will agree generally there aren't AP rounds for shotguns.
Apparently there are some special cases for military using sabot style rounds or Tungsten shot. I highly doubt those would be common though. However this is a scifi / parallel universe type game. So you could argue somethings haha
For sure lol, if you're worried about AP slugs being too unrealistic you might be in the wrong game universe.
I meant that slugs should be expansive ammo type and the darts should be an AP ammo type because they would be an APSD
APDS
Np man I was just making jokes anyway 🙂 I know every has their own way things need to be so I understand for sure lol.
All good 🙂
Oh yeah that makes sense 😄
How do bpatches to lists work? Like ones with indexes, then usually [*] at the end. Would bpatching in another [*] add it to the list or overwrite the existing item.
https://zonekit-support.stalker2.com/hc/en-us/articles/39357395461265-Config-patches
If you use [*] instead of a number/name it just adds it after the others
Basic principleFor each .cfg or .cfg.bin file, the system will attempt to locate the corresponding .cfg_patch_* or .cfg.bin_patch_* files during the loading process.For singular .cfg files, the sys...
You can also set a higher number to hopefully avoid someone else mod patching over your struct in the array.
I tried using the wildcard and it didn't work for me. But I likely derped and made a mistake somewhere.
Hi . Does anyone know something about files related with clues (PDA , notes ) to stashes . As I figured out total number of such stashes - 33. Any of them has GDN_ prefix . But I can not find even one clue object (PDA or note) in SpawnActorPrototypes database . For example stash in Pripyat's Enerhetyk "Stash under a balcony" has SID: 7D1E219B4D21A2DB94E7CCA214E6E143 and easily can be find in database. But clue-PDA located in Meat Fish store leads from SID : 8B5BB4834BE98306C39BC69016B171ED (according Pripyat_GD.cfg file string "SignalSenderGuid = 8B5BB4834BE98306C39BC69016B171ED") and i cannot find any actorprototype object with such coords as clue . I tried to find by content search of everything program with X or Y coord string and failed. Content search of such SID even on whole "Content" folder gives only 1 result - pripyat_GD.cfg . Seems like Clue object does not exist. By the way , same situation with codelocks... maybe this information is ciphered in other files?
Have you tried searching https://joric.github.io/stalker/
even this resource doesnt contain clues 😆
Are you talking about the old photo in the meat store? Trying to think of what PDA is there.
this thing gives "Stash under a balcony"
hmm, The only thing i can find is XStartQuestNodeBySID Pripyat_GD_GiveCache_BP_StashMedium10
yes, it s the node leading to GiveCache function of this stash
So you want the SID of the PDA and not the quest start SID.
i want to find spawn files of such clues
Well each one is it's own "Quest" that is tied to picking up a specific object. Not sure where in the files you would find that outside of going through all the quest SIDs and trying to find what they are tied too.
Each one should be a trigger.
i've checked coords of this PDA , actorprototype folder doesnt contain anything with such coords
Why the chain of bonds ends on SID: 8B5BB4834BE98306C39BC69016B171ED . maybe you can find this sid in any file except Pripyat_GD.cfg?
i agree . Picking up of such PDA doesnt create PDA in inventory. Its some kind of fake pda which really should be a trigger starting some questnode
but, anyway, I cant find any trigger in this point
I have one theory only. I similarly cant find Code locks as spawnactorprototype objects . So I think developers decided to hide this kind of info (from content search) and didnt create cfg files
It’s possible. We may get more access once they give us the quest functionality in the SDK.
There are 100 random clues
These are the clues that dead npcs have a chance to give
Most of them are generated by the quest itself
Check quest item prototypes and maybe you’ll find said pdas;
They are referred by item sid in quests, not by spawnactorprototype sids
GDN stashes have no connection to NPC-giving mechanic . There are own quest files responsible giving GDN stashes , they have fixed names and descriptions and can be given by clue-object(PDA or note) only
i tried to find by content search even entire stalker2 folder. but result is alone - GD quest file and never more. SIDs which are referred by GD quests are not mentioned except this GD file
in fact, all of this kind of PDA has same coords at any start of game, so its not a random, and this coords should be written somewhere
Ello folks! I've been away from the S2 modding scene for a while and thought it was about time I jumped back in. Do any of you know if the Zone Kit on the official website is the latest version available?
I saw a video of 'rbwadle' working on a test branch of the Zone Kit with a few more features, but that was around 1.6 so I'm not sure if it's been released by now - and I can't find a changelog for the Zone Kit anywhere.
Thanks in advance!
in the map itself?
it is
i can find it under spawn actor prototypes
signal is not a stash sid, maybe that got you confused
Cheers! Thanks for the quick response
I sent screenshot and location of one of these PDAs. You can check it in your game and find it too, definitely on same place.
you found stash object (bag) but not pda
try to find mention of SID : 8B5BB4834BE98306C39BC69016B171ED more than in Pripyat_GD
8B5BB4834BE98306C39BC69016B171ED is not a pda
do you have more info about the pda? only the signal? does it stay in your inventory or gets removed?
once again, Picking up of such PDA doesnt create PDA in inventory. Its some kind of fake pda which really should be a trigger starting some questnode
but, anyway, I cant find any trigger in this point)
have patience my friend, im trying very hard to help you 😉
Avaunt and me are humbled by guess that this kind of information is hidden from content search and doesnt exist in cfg files 😅
does it only give you a stash clue or anything else?
what about GDN_119_StashInCafePripyat
652A8C284CF48B61A11DDC8AE43B54FC SID
GDN_120_StashInDKEnergetik is in the note prototypes
you probably need the coords of the pda
sorry i havent examined 120 GDN yet
119 GDN only gives stash
fake PDA of 119 is in CSC building second floor , to east from enerhetyk
this is what you need
I haven't SDK , can i find its location by some way? 😆
By the way, These PDAs havent names, unlike any usual PDA. They offer interact only (pick up)
yeah these are notes
Ok I 've found about half of such PDAs and notes by searching web or ingame exploring. If i will not find some clues on remaining GDNs I will ask you 😅
(X=262092.921751,Y=189682.679858,Z=314.820271)
pda loc
it is placeed directly onto the map
that's why you can't find it in cfg
why they did it this way??
likely it was done before they had modding in mind
or idk really
i can ask
or you can ask
They hardly will remake it to normal editable condition
Considering the various things pda's do and trigger. I would assume they have a lot more logic than your avg item/consumable. Which is likely why they just dropped them in the world directly.
A bunch of this stuff is in the Blueprints which are a form of Lua scripts.
The blueprints contain the actual scriptung/code for prescripted events. The .cfg files can play a role in configuring those blueprints(cfg filenames with a bp generally are connected to blueprints directly.) But a .cfg won't show up what's in the actual blueprint/script.
You can get a better look at some of this stuff in the ccx headers and whatnot. It still won't show you the script itself. But it can be an important link in the chain to help you understand how things go together.
If you're trying to spawn new PDAs and/or alter existing ones you need to start looking at Blueprints and how they work.
If you can find the blueprint connected to that PDA it's probably what you're looking for.
It does create a real PDA in your inventory. But how it does that with a blueprints won't be seen in a .cfg file.
Not every PDA needs a unqiue premade item either. It seems like you were expecting to find a node for a PDA linked to that stash/event in a .cfg file.
Also look into the localization files. What text strings are called could be helpful potentially. Any text string displayed in game is in the localization files. The script and/or a cfg needs to call the strings from localization at some point the SID for the text it calls can help you potentially.
I found and opened BP_interactable_PDA script via FModel but where is Worldmap_WP with such elements as stash_note ? Can i reach it in FModel?
You would need to use UE4SS to generate a mapping file for FModel to be able to view models and so on.
You can extract the jsons without the mapping file and use the info in the json to help.
What specifically is your goal?
i want to find coords of all clue objects (PDA ,notes) used in giving GDN stashes
Modular Hard Mode and stalker 2 unlimited are compatible ?
lol no
dont use MHM, its outdated
Does anybody know how ho make sliding down a ladder faster? I found ClimbDownSpeed in CoreVariables.cfg, but it affects only the regular climbing down. Sliding is still slow after increasing ClimbDownSpeed.
Is it neccessary to use UE4SS? I found mapping.usmap file in web and looks like its working, But i dont know what a program generated it
Hey, may I ask you if you have an idea why it only spawns my new added items and removes the vanilla ones?
I just want to add these 3 :p
Could be that you need to use a named struct rather than [*]
Due to how bpatch works, you'll overwrite the existing [*] entry
You should learn how to use it anyway
do you know proper video-guide?
I'm curious why you did the Ironsight Enabler?
I don't understand why it's necessary or what it's purpose is(other than to enable ironsights, lol)
For lists of items (i.e. where they are named by index [0] or wildcard [*]) does the game care if mods add a named struct instead? Would that be safer than trying to bpatch and guess a large index or use a wildcard if apparently it overwrites wildcard values?
Edit: Answered my own question, yes it works, and honestly that seems like a safer way to do things than relying on indices or wildcard.
thanks
Thx for your answer.
Wasnt able to solve it with just one config and went now this way:
The name is misleading from a modding perspective, it's actually an RIS-hider
Btw you can use text as the array index, i.e. ModName1 instead of [88]
I've had the same issue with some generators not accepting multiple entries, and having to nest them like you did there
AH, yeah, should use ModNamexx instead numbers, will clean tomorrow
Merry Christmas 😉
That's what I was thinking. It's to hide the RISApdater so it doens't block theironsights in the players view
REally?! That's very useful
I thought the node headers could only be Int values, being able to use strings is a big deal and very useful
Has anybody managed to get to localization strings that appear in some cinematics, e.g intro? They aren't in the main localization files, at least some of them
what is the issue? for what mod/s?
I'm improving the serbian language, and I found that some strings just aren't in the localization json file, for example the intro cutscene's subtitles
maybe someone else can see this and help, I am not sure on this
Hmm I found the keys for these strings, but weirdly enough they are empty, so these must be hardcoded then
Hi everybody, i need to resolves conflict of few mods from the workshop, but I cant find te pak files for unpcking, where are thoses files located
What's the error code it gives you and did you look at the mod conflicts log?
Hey! Is there any mod that works with latest patch that can take a lot of the dynamic and static loot (like armor, weapons, etc) even in master I usually have like 230 medkits, 3 stacks of each bullet (Fmj at least) and a buch of consumables in general and I did not even reached ||SIRCAA||
PIR complete
I used complete but removed the SleepMechanics portion and used something else
Check steam workshop there are mods by sdwit that decrease consumables
which file control the mutant loot drop ?
EML files are th emutant loot files mod
I found 32 from 33 GD stashes clues by exploring web and zone in game 😉 . One left only. Damn zaton stash. I searched whole Zaton , whole swamps, sircaa and even eastern side of wild island. No clues found. People in web thinking that is simple stash without clue, but, according Zaton_GD file , game should have pda or note giving this stash on Zaton location. Clue should be added to the world map directly as other GD stash clues. Please help me to find this shit 😵 sid_stashes_GDN_61_StashOnBridgePillar_name": "Bridge Pillar Stash"
This stash is located under bridge on very eastern part of Zaton
Other side of bridge is out of zone
Hi, sorry for the lame question. How could I edit this mod https://www.nexusmods.com/stalker2heartofchornobyl/mods/883 in order to make it compatible with the last update?
Realistically, start over
it's a year old
When loot mutant, I received Gun ammo med and artifact instead of mutant part, which could cause this ?
So the SDK is region locked .. fantastic 9_9
@vital heart Ok well after farting around with the ballistics stuff for awhile now and not really being able to achieve what I wanted in a last ditch moment of desperation I figured out a workaround today for my needs anyway.
Not sure if this is something you would want to do or not but figured I'd share anyway just in case you didn't know it was possible. I noticed if you attached a cloned and modified AddMaxHP effect to armor it will give (both sadly) you or the NPC wearing it more health so you can use that to increase TTK.
Bad news that also means youd have to go through and add a bunch of NPC only armor then set them up to spawn with it equipped. This is really the only thing that's gonna work for me though the way the game's damage model is currently coded as the math for weapon damage scales terribly.
Hi, Im trying to make a new texture for a weapon...
to make things easier to texture, I installed substance painter...
...my issue rn is that model that I'm importing to the program look low poly/resolution
Do any of you know what im doing wrong here?
Looks like you're getting the LOD version of the model
this is how Im exporting the static mesh
Does anyone have experience with adding custom post processing effects? Whenever I try to create custom materials or checkout a default material it will work in PIE but in game it will show a default post processing effect. Does the SDK support just pp materials?
Hello everyone, I'm starting to get to know how to mod Stalker 2 files and looking into existing mods, I've found some things which I currently do not understand.
Specifically, I was looking into how the Update for Hold Breath For All (1.8.1) mod worked, and looking into the AttachPrototypes.cfg I noticed the following:
TemplateAttach : struct.begin {refurl=../ItemPrototypes.cfg;refkey=[0]}
however, the file is still ~3000 lines long and I can see that certain entries are overlayed, which do not seem to have a bearing on reducing sway for weapons. Example:
RU_Laser_1 : struct.begin {refkey=LaserTemplate}
SID = RU_Laser_1
MeshPrototypeSID = RU_Laser_1
LayerImagePriority = 2
struct.end
My understanding was that by using refurl a modder can selectively 'overlay' specific parts of a .cfg file.
So, the question is: are such changes intentional or are they accidental? Let me know if my question makes any sense at all. Thanks
So i know nothing about UE5 game modding, and just randomly tried things from the tutorials like unpacking uasset files using FModel, ASE keys, Mappings, etc. Importing the uasset files to a blank UE5.1 project fails with the "malformed tag" error.
Am i correct in assuming that i'm just shit outta luck without the SDK when i try to mod existing blueprints ?
Since i can't download it, Epic lists it as "not available in your region" ..
after checkout and before export, right-click the asset and disable nanite
refurl isn't exclusively for modding - it basically says "copy this struct". So what GSC are doing there is setting up a template with all the common properties, then in RU_Laser_1 they can just refurl that. Now they only need to define the properties that are specific to RU_Laser_1. It still contains all the properties of TemplateAttach, but the SID, MeshPrototypeSID, and LayerImagePriority are changed
you are a life saver... thank you
The reason you're seeing that in a mod is because in the early days, people were overwriting entire configs with modified version. it worked, but had zero compatibility with mods that edited the same file, and meant that if a game update changed that file, the mod effectively downgraded that config to the previous version
Modding then started moving towards using refurl - as mentioned, refurl says "copy that file". You'll notice in RU_Laser_1, they also define the SID as RU_Laser_1. The SID (I'm guessing Struct ID, but idk) is the identifier of that struct, and (often) matches the name you see in the first line.
The reason we can use this for modding is because if we didn't add "SID = RU_Laser_1" to our new attachment, it would inherit "SID = TemplateAttach" from the original. SIDs are unique, so if two structs have the same SID, one will overwrite the other. So this meant if I make a mod that refurl's RU_Laser_1, and DONT give it a new SID, it'll overwrite the original. So my mod could be:
MyCoolLaser : struct.begin {refurl=../AttachPrototypes.cfg;refkey=RU_Laser_1}
MeshPrototypeSID = CoolLaserMesh
struct.end
That will inherit "SID = RU_Laser_1", AND all it's properties, but the mesh is now my new one. No massive config overwrite, just 3 lines.
Now, we have {bpatch} - this was added by GSC specifically as a modding tool. It's a bit like refurl, except rather than making a new copy with modified properties, it just applies the modified properties to the original. The big advantage of this is that two mods can modify the same struct simultaneously. One could change the MeshPrototypeSID, another could change the Weight, and both changes will be applied.
Generally speaking it's a much better option, but the exact mechanics of it aren't known so once you get into the weeds you may run into some odd behaviour. That being said, it's a great tool, and you're unlikely to encounter bpatch weirdness until you've been modding for a while and are getting into some more complex systems
It's as simple as:
RU_Laser_1: struct.begin {bpatch}
MeshPrototypeSID = CoolLaserMesh
struct.end
I'm trying to to overlap the normal map over the UV map but I cant quite get them right, the UV maps aren't identical
uncheck auto unwrap in SP when creating new project
thanks
Thank you for the detailed answer. I guess I'll have to dig into the documentation once again and experiment on my own a bit more. You made things a lot clearer, thanks 😊
can someone help me where I can edit the ndf file to reduce the sprint speed / multiplier
documentation? That post IS the documentation 😛
Oh, I had assumed that the modding wiki and the gsc zone toolkit also had some information for me to fill in the blanks
oh. I think I get it now. Since we have both refurl and bpatch, refurl can be used to add structs to existing configurations. E.g. a 100x sway multiplier. However, I would use bpatch in situatiosn where I want to modify some existing configuration, e.g. I would like the player to stop shaking while aiming down sights when high on energy drinks. Thus, a {bpatch} would be applied to this struct.
EnergeticOveruseTremorIdleSwayTimeModifierEffect : struct.begin {refkey=[0]}
SID = EnergeticOveruseTremorIdleSwayTimeModifierEffect
Type = EEffectType::IdleSwayTimeModifier
bIsPermanent = true
ValueMin = 190%
ValueMax = 190%
struct.end
pretty sweet system I have to say. allows reusability and extendability.
Hi guys 😊
Yep this is exactly how we should make a standard. Use refurl to create your own struct bpatch vanilla struct and cleanly use the properties you require and leave the rest for someone else. bpatch also allows people to add to the same struct array as another. Say mod1 wants to add canned food to mutants, and mod2 wants to add usable meat. Both can do this by bpatch the same vanilla itemgenerator rather than creating a new one.
For this instance I would suggest modifying the mechanic it's self rather than the effect that way someone can still use the effect elsewhere. You can modify the mechanic and remove the effect with bpatch.
You can find the mechanic inside effect prototypes same as you found the actual effect.
where do people regularly upload mods and how common is it to post it to github? I know that people upload to nexusmods, but I also see the Steam Workshop
oh. so many caveats with {bpatch}. I was unaware than when patching .cfg files, the files are supposed to suffixed with .cfg_patch_modnamehere. wew.
Posting to Github would only really be if you want to make the source more easily accessible, which for CFGs generally isn't that hard anyways with tools like FModel. I'd personally like to see it for mods that add UI/blueprints since those get processed when cooking the mod so can't be extracted/modified.
A lot of modders will upload to both the workshop and Nexusmods. They deploy the mods in different folders, and Nexus mods allows manually downloading and deploying the mod so for things like localization it makes it a lot easier to manage. The way it deploys workshop mods also has some compatibility checks built in that mods from the Nexus don't get.
Speaking of, since FModel currently doesn't have support for WidgetBlueprints, I used Claude and created this basic little UI to view the component composition/hierarchy and psuedocode for the blueprint functions. It's pretty basic but it's better than just looking at the JSON for the widget blueprints.
Uses Python 3, needs pyqt6 installed.
oh yeah, i tried posting a visual studio code extension for stalker 2 cfgs but unfortunately I appear to be having some blacklisted words there
thanks for the explanation though, I'm kinda handicapped with not having a single 700gb SSD to install the zone toolkit so I'm doing the best I can with the cfgs 😁
This one is weird - I never use it, but know a couple modders that do. I prefer the approach of nesting the .cfg in a folder, the name of which matches the cfg you're editing; bpatch works fine that way. I think the suffix approach only comes into play for modifying .cfgs which don't like being edited, but my knowledge on that front is limited
Hopefully at some point there's better documentation about how these cases are handled so we have some sort of explicit description of how load order is handled in all the different cases.
Also updated the thing I made to better handle the blueprint pseudo-code with the way external functions call into the ubergraph.
tell me about it. the whole afternoon i've been trying to applying 1 refurl and 2 bpatch config files and I keep failing over and over again
Yeah, you're trying to have hyperlink text and that's mostly used by "20$ Steam Gift" phish spammers or by staff trying to make something look nice in a bot command, like in !storylines
Non-staff isn't allowed to use hyperlinks (which also blocks FakeNitro emojis)
so if I were to do this instead: Release https://github.com/tnebes/stalker2code/releases/tag/1.1.1 Source code https://github.com/tnebes/stalker2code, it should work, no?
ah, it does. so, extension for cfgs, with configuration navigation available ^. Cheers @dense swift

okay, regarding {bpatch} and stuff, consider the following folder structure:
C:\DEV\STALKER2\MODS\SAVANTSZONE\SAVANTSZONE_P
└───Stalker2
└───Content
└───GameLite
└───GameData
├───EffectPrototypes
│ EffectPrototypes_patch_SavantsZone.cfg
│
├───ItemPrototypes
│ └───AttachPrototypes
│ AttachPrototypes_patch_SavantsZone.cfg
│
└───WeaponData
└───WeaponGeneralSetupPrototypes
WeaponGeneralSetupPrototypes_patch_SavantsZone.cfg
and these contents:
Get-Content -Path SavantsZone_P\Stalker2\Content\GameLite\GameData\EffectPrototypes\EffectPrototypes_patch_SavantsZone.cfg
LessSwayX : struct.begin {refurl=../EffectPrototypes.cfg; refkey=[0]}
SID = LessSwayX
Type = EEffectType::IdleSwayXModifier
bIsPermanent = true
ValueMin = -50%
ValueMax = -50%
struct.end
LessSwayY : struct.begin {refurl=../EffectPrototypes.cfg; refkey=[0]}
...
struct.end
LessSwayTime : struct.begin {refurl=../EffectPrototypes.cfg; refkey=[0]}
...
struct.end
then being referenced in:
Get-Content -Path SavantsZone_P\Stalker2\Content\GameLite\GameData\ItemPrototypes\AttachPrototypes\AttachPrototypes_patch_SavantsZone.cfg
TemplateAttach : struct.begin {bpatch}
CanHoldBreath = true
struct.end
TemplateScope : struct.begin {bpatch}
CanHoldBreath = true
Scope : struct.begin {bpatch}
AimingEffects : struct.begin {bpatch}
PlayerOnlyEffects : struct.begin {bpatch}
[*] = LessSwayX
[*] = LessSwayY
[*] = LessSwayTime
struct.end
struct.end
struct.end
struct.end
TemplateScopeX2 : struct.begin {bpatch}
...
struct.end
...
...
what am I doing wrong? I can see the PAK getting recognised in ~mods and mounted, but alas, no effect.
I suspect that I'm not patching something correctly, either the filename, or contents. what I do know is that the .cfg files are being parsed. Tested by introducing obvious syntax errors which caused the game to crash, so I know it's being loaded, but it being applied -- nope.:
LogPakFile: Display: Found Pak file ../../../Stalker2/Content/Paks/~mods/SavantsZone_P.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../Stalker2/Content/Paks/~mods/SavantsZone_P.pak.
LogPakFile: Warning: IoStore container "../../../Stalker2/Content/Paks/~mods/SavantsZone_P.utoc" not found
LogPakFile: Display: Mounted Pak file '../../../Stalker2/Content/Paks/~mods/SavantsZone_P.pak', mount point: '../../../Stalker2/Content/GameLite/GameData/'
Lets take a look at this struct below. I created an EffectPrototypes folder I then made a cfg file named EffectPrototypes_patch_Flics.cfg
SID = SoundEffectTestPSY
Text = SoundFXTestAttach
Type = EEffectType::SoundEffect
AssetPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Radiation/SFX_GeigerCounter_Play.SFX_GeigerCounter_Play' <-- changed from Psy sound to GeigerCounter
SoundEffectSubtype = ESoundEffectSubtype::PlaySoundAttached
Duration = 0.5 <---- reduced
Charges = 1
InterpolationTime = 1000 <---- added
bIsSmooth = true <----- Added
struct.end ```
This will patch the Effect with what I want lets say we apply this to an ammo with a patch
Filepath goes ItemPrototypes then the patched config AmmoPrototypes_patch_AmmoEffects.cfg
``` A918D : struct.begin {bpatch} *placing bpatch here patches the entire struct*
SID = A918D
Weight = 0.006
Cost = 16.0
ArmorPiercingMod = -0.35
CoverPiercingMod = -0.15
ArmorDamageMod = 0.55
WeaponExhaustionMod = 0.98
DamageMod = 1.2
FlatnessMod = 1.0
RecoilMod = 0.95
DispersionMod = 1.02
EffectPrototypeSIDs : struct.begin *you can also place a {bpatch} here to only effect this struct, some cfgs require you to patch every struct still needs more insight and documentation.
[0] = SoundEffectTestPSY
struct.end
struct.end ```
So I don't think you need a folder for your AttachPrototypes patch as it's already nested
There's also some weird caveats with Template items, patching them sometimes works sometimes does not, but if you make your own Template and reference the items to your template like this
SID = MyTemplateAmmo
Type = EItemType::Ammo
ItemGridWidth = 2
MaxStackCount = 900
Caliber = EAmmoCaliber::None
FractionCount = 1 // max value is 255
AmmoType = EAmmoType::None
CrosshairMod = ECrosshairType::Empty
DamageSource = EDamageSource::Bullet
ArmorPiercingMod = 0.0
CoverPiercingMod = 0.0
ArmorDamageMod = 1.0
WeaponExhaustionMod = 1.0
DamageMod = 1.0
BleedingMod = 1.0
AmmoPackCount = 1 // max value is 255
ImpulseToObjectsMod = 1.0
FlatnessMod = 1.0
RecoilMod = 1.0
DispersionMod = 1.0
AimDispersionMod = 1.0
OffsetAimDispersionMod = 1.0
FPShellFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/Shell/NS_Shell_545x39.NS_Shell_545x39'
TPShellFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/Shell/NS_Shell_545x39.NS_Shell_545x39'
ShellSoundEventPath = AkAudioEvent'/Game/_STALKER2/Audio/WwiseAudio/Events/Weapons/Weapon_Related/Bullets/SFX_Shell_Collision.SFX_Shell_Collision'
CaliberSoundSwitch = AkSwitchValue''
ItemTypeSwitchValue = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Items/ItemType/ItemType-Ammo.ItemType-Ammo'
EffectPrototypeSIDs : struct.begin
[0] = ProjectileCameraShakeInstant
struct.end
struct.end ```
``` A918D : struct.begin {bpatch; refkey=MyTemplateAmmo}
SID = A918D
Icon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/Ammo/T_inv_SM_amm_bulletbox_01_9x18_fmj.T_inv_SM_amm_bulletbox_01_9x18_fmj'
MeshPrototypeSID = A918D
Weight = 0.006
Cost = 6.0
Caliber = EAmmoCaliber::A918
AmmoType = EAmmoType::Default
AmmoPackCount = 20
FPShellFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/Shell/NS_Shell_9x18.NS_Shell_9x18'
TPShellFXPath = NiagaraSystem'/Game/_Stalker_2/VFX/Weapons/ShellTP/NS_Shell_9x19_TP.NS_Shell_9x19_TP'
CaliberSoundSwitch = /Script/AkAudio.AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Weapons/Caliber/Caliber-A918.Caliber-A918'
PhysicsInteractionPrototypeSID = Ammo_S
DamageSource = EDamageSource::Bullet
FittingWeaponsSIDs : struct.begin
[0] = GunPM_HG
[1] = GunAPB_HG
[2] = GunBucket_PP
struct.end
struct.end ```
This should allow you to patch the other items without changing the vanilla names to your template.
Has anyone figured out a way to remove specific items from the inventory. I know about the quest script method but I would like to avoid that due to not being able to pass information from BP to quest.
you are testing on a colimator scope right?
yeah, this is the part that's causing me the most headache. I've worked around in the meantime and I have more-or-less a similar layout as you have. Unfortunately, still no dice. Heh, what I'd give for some decent logs at least on the info level...
all of them in fact. Let me put up a github link
oh that reminds me, try setting indices for your PlayerOnlyEffects
something like [10] [11] [12]
wildcard sometimes causes issues with bpatch
if it is the wildcard i will jump into the nearest anomaly willingly
lol in this business you learn that a win is a win and take em where you can
ye, here's the link btw if you want to conduct a sanity-test https://github.com/tnebes/stalker2mods
oh fuck Oxide might be right
i've been staring on this simple cfg for so long I'm losing my mind
it might be the wildcard 
it wasn't 
just tested that proposal
interestingly:
TemplateScope : struct.begin {bpatch}
CanHoldBreath = true
Scope : struct.begin {bpatch}
AimingEffects : struct.begin {bpatch}
PlayerOnlyEffects : struct.begin {bpatch}
[1] = LessSwayX
[2] = LessSwayY
[3] = LessSwayTime
struct.end
struct.end
struct.end
struct.end
not even CanHoldBreath gets applied which vexes me
it's as if inheritance breaks when you bpatch templates. as if all the things get parsed beforehand and only then does the bpatch get applied
This is the case
yea, this is why we need some solid documentation on the 'behind the scenes' bpatch process
everything we've got so far has been inferred from observation
personally I never bother patching templates; I started doing this before bpatch was a thing, and just kept doing it the same way
just patching the terminal branches of the struct tree, if you will
I can't share any deep detail on this
how ever I can show how we can expect it to work like I stated above
I'm convinced bpatch is refurl with bells on
It works in some same regard, but way more strict lol
looks solid. I'm assuming that Template functions as some sort of 'reverse-abstract class' and that it can get filled up with contents from Derivative1, Derivative2, etc.
would be great
Derivative1 looks at the template and asks, do I want to use everything? if so do I want to change these?
ah, so Derivative1 can mutate Template so to speak?
yes
very much looking forward to it then, sounds amazing
so like in effects
{refurl=../EffectPrototypes.cfg;refkey=[0]}
[0] : struct.begin can be seen as a Template for all Effects
so when you want to make a new effect you can {refurl=../EffectPrototypes.cfg;refkey=[0]}
you can then refkey your effect as a new template {refkey=neweffect}
but this does not need to be made as a {bpatch} instead you can name the cfg w/e
and inside this new effect you can pull keys from [0] into your effect
since Template is already parsed and made binary, modifying them won't do anything so you have to make your own template and then change the references accordingly.
yea i think of it occurring in stages
1 - vanilla config generation, TemplateScope created, then EN_ColimScope_1 is created from that
2 - patch configs applied; TemplateScope is edited, but EN_ColimScope_1 remains unchanged - it's already been created, and the dependency ceases to exist after it's been created
Yep, so you basically have to tell EN_ColimScope_1 to use the Edited TemplateScope which is your EditedTemplateScope
or just modify EN_ColimScope_1 specifically
so currently, it's a choice between: "do i edit 10+ structs" or "do i edit one struct but also possibly cause mod merge conflicts in the future"
Believe me I know its annoyance, but the modularity it provides is massive when we all do it this way.
for instance I decided to allow boars to eat canned food and maybe a PM Pistol from a stalker it munched on
but I also want to use LootAble Zone, since I patched the generator directly instead of telling the game to use my custom generator, Lootable Zone was allowed to also add into this generator for cookable meat, or canned food, or a PM pistol.
SID = BoarLootGenerator
ItemGenerator : struct.begin
[0] : struct.begin
Category = EItemGenerationCategory::MutantLoot
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = BoarLoot
Chance = 0.2
MinCount = 1
MaxCount = 1
struct.end
struct.end
struct.end
struct.end
ItemGenerator : struct.begin
[1] : struct.begin
Category = EItemGenerationCategory::Consumable
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = CannedFood
Chance = 0.2
MinCount = 1
MaxCount = 1
struct.end
struct.end
struct.end
struct.end
[2] : struct.begin
Category = EItemGenerationCategory::WeaponPistol
PossibleItems : struct.begin
[0] : struct.begin
ItemPrototypeSID = GunPM_HG
Chance = 0.2
MinDurability = 0.15
MaxDurability = 0.21
AmmoMinCount = 0
AmmoMaxCount = 0
MinCount = 1
MaxCount = 1
struct.end
struct.end
struct.end
struct.end ```
2 mods modifying the same generator, adding 2 different effects.
I also like this because you can patch specific structs of the same cfg and seperate them
i don't think it's actually a choice - editing the template won't do anything. The workaround described is actually modifying the template, then rebuilding the child structs from your modified template
As soon as the base games configs are assembled into game format, the links between them are broken. They're independent and have no inheritance any more, and its at that stage that our mod changes get applied
yeah the annoyance of modifying Templates in a well described nutshell
you can't patch Template structs as they are base structs and your patch runs after everything else inherited from it
This might have been asked previously but the steps on the resources might be outdated (unsure though) since they were made before Zone Kit - but is there a good guide I can use to learn how to mod Stalker 2 in the Zone Kit? I want to start making mods and a bit at loss of where to start
Yeah I noticed this when trying to add HP to the BaseNPC configs with bpatch, all the GNPCs and anything else that was refurled to the base would inherit the default value not the bpatched one with extra health.
Without just using the whole cfg file you have to go through and bpatch every single mob to have the extra health as refurl happens before the bpatch on the base.
Hello guys I think I found a way to effectively add new calibers to the game and would like to share it with you, my mod with all the technical details can be found here https://discord.com/channels/912320241713958912/1457536893271937167 . It is stupid but it works
It already work on 2 weapons from Give us More Guns, namely the VKS - 12.7x55 and M10 - .338 Lapua
https://zonekit-support.stalker2.com/hc/en-us/sections/38004300626449-Modding-Tutorials-Guides
https://www.youtube.com/watch?v=K8vEX30bnmQ&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW
First in a series of tutorials on how to make mods for STALKER 2 (and most other Unreal Engine games).
00:00 Intro
00:30 Series Aim
02:16 Unreal Engine Terminology
06:33 What Types of Mods can I Make?
11:48 What Tools do I Need?
12:11 Installing FModel
20:00 Installing UE4SS zDev
23:55 Extracting Mapping File
25:13 Add Mapping File to FModel
26...
Anyone here understand Blueprint stuff? Try to make a mod to and want to get the current time in game, but it doesn't seem to be working.
I've tried using GetActorOfClass with SunSky and SunMoon and getting the SolarTime from those, but it seems like I'm only ever getting 0.
thank you for the first steps i hope this'll lead to something good 
Rvwadle on youtube has tutorials
I previously got the current time via MPC. There’s one MPC that’s got the time of day
I found out that "None" ammo type can also be used so there are a lot of new slots for calibers to add!
I need a mod with just a slavic bob ross radio station
Telling me how beautiful his tree is as I am painting with shays gore mod
Is it possible for skin weapons (unique weapons like combatant, ak variant) to have a diffrent model?
Doesnt oxa have a different rat killer
Idk but I'm doing a retexture of the unique ak where perhaps I wanted to replace the stock with the wooden one
Hello there everyone!
Am finally eager to star modding S2, my first mod will be retextures to a more military feeling (instead of scify) of the npc's and players.
What am looking for here is: any guide related to retextures or of how unpack and so on works in S2, any response will be of much help!
So far what i have planned:
- Sunrise suits will be retextured as independent parts (vest, pouches, and the suit beneath)
- Ward will use multicam and other modern NATO camouflages
- Loners will have different camos
- Spark will use green vests with blue kamysh camo
- Freedom will use fleckthar with black vests
- Monolith will use than vests with urban camo
- Army will use dubok or butan camo
- Duty will get more variation with black camo
Open Zone Kit (you'll need the big one), create new mod, find the textures you need and right click and press "Checkout". Export the textures from the Zone Kit, some may be UDIMs, have that in mind. Edit the textures. Reimport with new file over the texture assets you exported, some that were UDIM may have struggle with that, if you can't import them you can try using UE 5.1 and copying the asset over to the mod folder. Then package the mod. It is basically a lot of unreal engine knowledge, any video about unreal engine will be useful for zone kit
Tks very much! Gonna start the project this weekend!
thanks for giving examples, will continue to experiment 😄
