#╟⚒stalker2™-mods-making-discussion

1 messages · Page 58 of 1

glass swallow
#

I think you might have some relevant information here: https://www.youtube.com/watch?v=32B6bUorTlE&list=PLf9GogjdG-eKrihWRqP-DEXL-nkXXv3OW

Tutorial for the SDK (ZoneKit) for S.T.A.L.K.E.R. 2. How to modify Textures and Material Instances. How to replace in-game textures and work with UV Mapping Textures in Blender.

ZoneKit Links
ZoneKit Download: https://store.epicgames.com/en-US/p/stalker-2-zone-kit?lang=en-US
ZoneKit Documentation: https://support.stalker2.com/hc/en-us/sec...

▶ Play video
carmine narwhal
#

Thank you so much. Was beating my head against the wall trying to figure that out yesterday. For any future reference the parameter is WEATHER_TimeOfDay in MPC_Environment.

silk citrus
#

Cant download Zone kit from Epic, its says is no longer available.... any tips?

glass swallow
glass swallow
#

heh, had an idea for the following: when the player drinks an energy drink, their aiming time (EEffectType::AimingTime) and reload time (EEffectType::ReloadingTime) is reduced by 15 and 10 percent respectively. unfortunately, seems that using EffectPrototypeSIDs on for consumables doesn't work, as this enum seems to target weapons only, not the player... what a shame.

silk citrus
carmine narwhal
#

Is there a known way to cancel an interaction in progress? I.E. I am working with something that you hold to interact with, and once you're done holding it triggers an animation and some other stuff. I have a window come up when the hold finishes, and I want to make it so if you can either proceed with the interaction or cancel it based on your interaction with the window. Proceeding works fine since that's what happens normally (I'm acting on the OnHoldFinished event on a BedHoldComponent), but I want to be able to force cancel the interaction if the user cancels out of the window. Is this possible, or should I give it up.

royal kelp
#

Hi guys, I’d like to ask whether it would be possible to create a mod for the enemy identification system. The game already has a very rudimentary version of this, changing the crosshair to green when aiming at an ally; however, if I choose to play without the crosshair, I completely lose any reference.

Is there a way to move or create an icon in the UI, perhaps somewhere at the bottom of the screen, that would notify the player whether an NPC being aimed at is an ally or not? Even just moving the crosshair dot to the bottom right (obviously detached from the reticle) would be sufficient. Thank you.

mental zealot
royal kelp
# mental zealot There's already a mod like that - OXA. Or do you want to make one yourself?

OXA does include a faction identification system. What I’m looking for is much simpler: just the equivalent of the “green dot” the game already uses to indicate whether a target is friendly or not.

I could try to make it myself, even though I have zero experience with UE5. It would be enough for me to relocate the crosshair dot to, for example, the top-left corner of the screen. I’m not interested in identifying the specific faction—only in knowing whether the NPC is friendly or not.

#

Replacing it maybe with something like this:

#

Something like this (I created it in photoshop for reference)

glass swallow
#

now, I am unable to access those files directly, but I can see that there is some logic in the blueprints (?). it's quite possible that the mod acquires the target on the crosshair and does some logic on it, maybe determines it's faction affiliation based upon the NPC prototype? let me know, i'm also interested in this

royal kelp
# glass swallow there's this mod, but I haven't checked out what it exactly does and how https:/...

Yes, I’ve seen that mod too. It doesn’t always seem perfectly accurate, so I don’t fully understand how it works. Also, it always shows the faction, but it doesn’t really provide a clear way to distinguish friends from enemies.

It would be great to have a widget at the bottom of the screen, or elsewhere in the UI, that indicates both the faction and whether that faction is friendly or not (for example: red for enemies, yellow for neutral, green for friendly). This would be especially useful since the game doesn’t include a relationship table.

I’m trying to figure out how to implement such a widget myself, but it’s well beyond my modding skills, which are extremely basic 😞

glass swallow
#

you could send the files my way if you can extract them so I can look at them and tell you what to change

#

I cannot test anything since I'm lacking the zone kit but I might be able to point you in the right direction

royal kelp
glass swallow
#

oh yeah, those are still behind .uasset which I cannot view

#

shame

royal kelp
#

Also this mod use Simple ModLoader and Console Enabler to activate

drowsy dock
#

Hi, How do I make inventory icons for new weapons and armor? Icons that retain stalker 2 stayle ofc

Do you use photoshop or some rendering program? Could you point me in the right direction to make UI icons?

polar perch
wanton geyser
#

Is there a Stalker 2 mod yet that adds skills that increaes over time (similar to Tarkov and GAMMA)?

zenith flower
#

Blueprint mod are a bit limited for now. As I understand, we're waiting for Phase 2 SDK. Some wild guess said such Phase 2 will come with the engine upgrade.

dense swift
#

@lost saddle #🤖bot-commands jokergehat

honest mountain
#

Hello community. I have an issue after last SDK update - the engine crashes every time when I press play on any new map. I tried to start playing on WorldMap_WP and everything works fine. Did some of you guys have the same problem?

hushed pivot
#

@high rain hey, man, I'm very sorry to ping you out of nowhere but I was hoping I might be able to bother you regarding Stalker 2 map-related information if you happen to have the time. I completely understand if you don't, or don't have any interest. Technically Gamma-mod related (for something I'm working on) but it heavily involves your Stalker 2 interactive map.

#

Or alternatively if anyone else who has SDK access might be able to help me with getting the clearest and highest resolution image of the in-game map that I possibly can, it would be highly appreciated. I'm wanting to create a higher res version of the Anomaly/Gamma map by stitching together parts of the Stalker 2 map.

high rain
#

I managed to capture 32k map for Unity-based games with some vibecoding and a lot of editing but not UE5 based ones. https://github.com/joric/windlands/wiki/#development

GitHub

Windlands 2 Interactive Map. Contribute to joric/windlands development by creating an account on GitHub.

hushed pivot
#

I appreciate the response! Admittedly I'm very tech illiterate as I'm primarily an art guy... I'm not even quite sure what a UDIM is. 😔 Is there a way that I'd be able to get that from your github and use it as a static image format? I figured with the interactive map being a thing there must be a way. I could use the interactive map itself, but i have issues with remembering how zoomed in I am when grabbing screenshots to stitch together so working from a singular static image would be easier for what I'm trying to do.

high rain
#

I wanted to try to capture Stalker 2 in 128k resolution but it's a lot of data and a lot of time. 64k is about 18gb of raw data, 128k would be 72gb. Probably doable with UE4SS injector but needs some coding.

hushed pivot
#

(I'm reading more on the wiki now, btw. I must've skipped that section when I was looking at previously)

high rain
hushed pivot
#

That'd probably work out well for my needs anyway. Like I'm literally taking the Gamma map into Photoshop, doubling its size, and then cutting out buildings from your interactive map and pasting them over the originals (while also doing editing to make it look natural). Ideally as long as I can get images of the map where, for example, the entire section of Rostok in S2 is higher resolution than the Rostok on the Gamma map that's all I'd need. I don't need to worry too much about having the absolute highest scale image I can get, as long as it's better than Gamma.

#

Also doing my best to fill in all those blurry areas between playable sections to make those look more baked in and natural.

#

Thank you very much for your insight, Joric!

#

And if I ever do finish this project I'll be sure to give proper credit as well for the help from you and your tools.

dense swift
#

First post and it's a reason to be punished

sterile falconBOT
#

kekpoint @tawdry quail (trista_sportancev) has been muted for 3 days for reason: Do not post bare ass in the server. -3d

drowsy dock
#

this is probably not the best place to post here but im trying to retexture the ak in to a more worn out version, would like to know if im doing good or should I change something

severe raven
#

Looks perfect

#

Especially for stalker

severe raven
#

Would be a pain to make that 7.62 ammunition i bet

hazy ivy
severe raven
#

Hows it usually converted simple text change?

hazy ivy
#

AmmoCaliber and AmmoTypeProjectiles section in WeaponGeneralSetupPrototypes

severe raven
#

Huh and if we wanted to make his AK into OXA console wise thats how we do it?

#

I mean like convert modded guns not OXA patched

drowsy dock
#

Im doing this skin only for the combantant unique version of the ak

severe raven
#

It is the strongest ak...

hazy ivy
#

Drowned might be a good option, fits the theme too

drowsy dock
hazy ivy
#

not any more

#

i relegated it to a rare trader spawn

#

couldn't stand the bitching 😛

#

people can go back to getting excited over yet another identical AK

leaden dagger
# drowsy dock this is probably not the best place to post here but im trying to retexture the ...

You can be much more aggresive with the wear and tear. Don't be affraid to change and lighten the base color in spots where's there would be a lot of rubbing. Like in your reference, the front grip has a lot of wear on it, bleaching part of the wood where it's most often held. Use that on plastics too by playing with your base color and roughness information. Same thing with the trigger mechanism and back grip, in your reference you can see that small bumps have bleached from usage and accumulated dirt and grime in the crevasses, leading to a nice contrast. The edges on the trigger and on the trigger protection have much more contrasts and wear, same with the firing selector arm. You have to think how the weapon has been used. Not simply slap on a grunge and auto material

drowsy dock
drowsy dock
#

how do I test my mods inside the SDK? perhaps im dong something wrong but im crashing every time I click the green play

drowsy dock
#

having some issues with exporting the textures in to stalker2, the metal part looks like this (white chalk) for some reason...

maybe I'm doing something wrong in the export window?

glass swallow
#

I'm having some trouble understanding the following:

  1. is it possible to have {bpatch; refurl=../WeaponGeneralSetupPrototypes.cfg; refkey=GunPM_HG} in a single line
  2. how is it supposed to work then? Here is my assumption:

Hello, stalker 2 cfg parser, here is a copy of this entire struct, please replace the existing structure at the specified place
oh, while you're at it, change some entires if they already exist there
how does this differ from simply having refurl and refkey? I've seen cases where some mods use bpatch; refkey and it's just odd to me. any specific reason why?

polar perch
#

also export as .tga

drowsy dock
polar perch
drowsy dock
polar perch
glass swallow
#

also, who would be interested for this?
Basically, based on a patch .cfg file you can see how the .cfg will be loaded by the game? Might be useful for modding in general?

drowsy dock
polar perch
# drowsy dock how do I tick the sRGB?

open the details panel on that, and where it says sRGB you have to click on it, whatever was the default, you have to do the opposite, I dont remember if its checking that box or unchecking

polar perch
drowsy dock
#

I keep clicking it but its still false

#

this sRGB?

polar perch
drowsy dock
polar perch
drowsy dock
#

for the normal and RMA the sRGB is unchecked and cant be reversed but for the normal texture it can be checked and unchecled in my case it was already checked

drowsy dock
#

now it works as intended thanks for the help, im still a rookie 😅

drowsy dock
hazy ivy
polar perch
leaden dagger
# drowsy dock how do I tick the sRGB?

ID Maps and normal maps should have sRGB off, only the base color maps should have it.
The reason you can't tick it on is because your compression setting is set to Mask (it should be), which disables sRGB automatically

drowsy dock
#

trying to make the icons but im kinda lost, could someone please explain what should I do next?

leaden dagger
drowsy dock
#

how do I render the opacity using a second camera and render target?

#

background2 and icon2 are planes im using... for the icon2 I assigned the material (third image) to get the opacity ig and for the capture 2D I selected the render target and changed capture source and primitive render mode (and turned off path tracing)

drowsy dock
#

trying to export the base color but comes out always like this

#

in ue5 it looks like this

leaden dagger
drowsy dock
#

I was trying to make it either in a blueprint or an empty level

drowsy dock
#

its the capture source, Final Color (LDR) in RGB fixed it but now its not transparent like a png

drowsy dock
#

I wont bother making this icon lol ig

frosty notch
#

Is it possible to change contents of Jorunalist stashes?

subtle beacon
# drowsy dock Hi, How do I make inventory icons for new weapons and armor? Icons that retain s...

I argue that you can achieve better control using classic offline renderers to make custom icons. It's not that it's impossible with Unreal, it's just that it's not what Unreal is designed for, and you need to go through a lot of trouble to achieve what basic CPU rendering system has done swiftly since the early 90s. I'm talking about exporting meshes and textures to software like Blender, or if you're oldschool like me, 3ds max or Maya using Vray or Arnold renderers. Such software are fundamentally designed to produce non-realtime 2d images, which means higher quality with the cost of render time. Unreal is designed with realtime GPU rendering at the core, and you need to find tedious workarounds. Again, it's not impossible, but not optimal if your end product is 2d images.

bitter bone
#

I honestly want to try to make mods for this game one day

#

Maybe like a custom story or something if possible

bitter bone
#

Maybe even adding Clear Sky into the mix. I know it wouldn’t be canon with stalker 2 but still would be interesting to see.

dense swift
#
bitter bone
#

Is this going to affect anomaly or gamma or the stalker 2 modders, Dry?

#

Also is this true?

dense swift
bitter bone
#

Ah ok. I think that we should be safe then.

dense swift
#

But it is a dangerous precedent

bitter bone
#

Very true I guess we’re just gonna have to wait and see

bitter bone
drowsy dock
#

trying to export a skeletal mesh but it seems it has broken UV ... maybe I fucked up something in the SDK bc its like this even before exporting

subtle beacon
drowsy dock
subtle beacon
#

Is it a vanilla asset you are viewing?

drowsy dock
#

yeah

#

Three Line Rifle

subtle beacon
#

What's the asset name in Unreal?

drowsy dock
subtle beacon
#

When I export that asset as an FXB and import it into 3ds max the only geometry I get is that triangle. So in a way your UVs are not incorrect, but something is substituting the actual rifle geometry into the skeletal mesh somehow. I'm not familiar with this "problem" I'm afraid.

#

And this is not a "nanite thing" since skeletal meshes don't work with nanite, at least not in this older version of UE

#

Aha, the skeletal mesh is a form of composite of static meshes. If you search for SM_ThreeLine_SM you will find the rifle components, and you can view the UVs on them

drowsy dock
#

thanks

bitter bone
#

Can you use blender to make textures and import them to the mod project?

subtle beacon
#

You can bake textures from surfaces in Blender, there is even native texture painting, and I think even better painting tools provided by addons. Personally I use Substance Painter when making custom textures.

drowsy dock
#

Same, I use substance painter, it's really handy

bitter bone
#

Tools on unreal?

bitter bone
#

How do you paint in unreal to alter material and texture like let’s say to a building or to one of the stalker models? Like making a camo pattern or for slapping on an insignia like clear sky or sin or renegades etc

drowsy dock
subtle beacon
#

Should be possible to merge multiple static meshes into one directly in Unreal and the export that new asset

#

There might issues if the individual rifle meshes have UVs that are overlapping each other. In such case it is necessary to set up different materials for each mesh and export that to Substance.

#

Unless the whole rifle is set up using UDIM workflow where each mesh occupies a unique UV tile. In such case you can set up Substance Painter to utilize such setup

drowsy dock
#

I think I'll just work on them separably and merge them with photoshop

drowsy dock
#

trying to import a mesh (static) in substance painter but it comes out like this (I disabled the nanite before), strangely other meshes support UV Tile Workflow unlike this one

ashen sky
unique hull
#

fuck em rats

leaden dagger
bitter bone
# ashen sky

Oh my God those rodents got annihilated 🤣 I almost feel sorry for them 🤣

subtle beacon
# drowsy dock thats the log if it helps

From what I can read from the log it seems like some of the meshes contain UV polygons that stretches across tiles. In case you're still wondering what a "tile" is, it is basically all UV coordinates between 0-1, like a square. The next tile with coordinates 1-2 will be the second tile, and so on. The whole workflow depends on there being no polygons overlapping the tile seams, and that seems to be what the error in the log is complaining about.

drowsy dock
drowsy dock
#

OK, I fixed it, thanks

subtle beacon
#

Good luck 😉

drowsy dock
#

you know, chat gpt is quite useful

bitter bone
drowsy dock
#

only recently I realised that GSC devs made the weapon icons with not real proportions

#

and now I need to guess or whatever

grave rose
bitter bone
#

I’m sure blender will work. Experiments are half the fun though.

bitter bone
#

Wait so when creating a texture for a material, does the picture created for the texture create more things to render for the project and game?

drowsy dock
#

With blender it just more steps or whatever, the weapon is not scaled uniformly so I can't scale it by x or y/z...

I'm just going to render it in real size and then adjust it with photoshop or something

leaden dagger
# bitter bone Wait so when creating a texture for a material, does the picture created for the...

You mean the thumbnail in your content browser? No, those are all discarded when the cooking process of the project kicks in.
If you mean does any texture added to a material add complexity and render time, then yes. The more textures you have in a material, the more texture fetch and look ups happen. That's why we often combine multiple maps together, like masks to save on texture samples and fetches.

willow skiff
#

Hey its been a minute since I've been on this server, and I am trying my hand at modding a personal playthrough of Stalker 2. However my once tried and tested Pak Tools keep throwing Errors my way. Like some Paks I can extract and edit the Config Files found within, but others like Stalker Unlimited, I get an error relating to my OneDrive path on my main drive. (i have long since removed OneDrive) Any help or suggestions would be sincerely appreciated, thanks!

unique hull
#

Also official discord has friendly mod making community

#

You may find better help there

drowsy dock
#

do they look similar (as style)? ignore the proportions

In the second one I mixed unlit and lit but with 50% transparency

bitter bone
#

very similar

dense swift
#

Something something

lean oar
honest mountain
drowsy dock
subtle viper
#

anyone know a good 3rd person mod for stalker2 on steam?

#

something similar to whats in gamma possibly?

undone sparrow
#

I tried to execute ue4ss mod with stalker2 but each time it says "failed to find GUObjectArray...
Fatal error: P.S scan timed out" . Engine version in setting - major = 5 , minor = 1. Wtf?

dense swift
#

Matter of fact it's completely ignored as a concept

frosty notch
#

Does anybody have any knowledge on how to make working animations for consumables? I have the animations more or less retargeted to Stalker skeleton but can't get them to work in game at all

frosty notch
#

I have Animation blueprint and collection along with animation montages and all meshes for the items themsleves. Another problem I have is that the animation for medkit I am making consists of two animations one for syringe and the other for medkit box, does anybody know how to make one of them appear in a specific frame?

tame pagoda
#

Well, I am not sure whether it's gonna be useful, but I needed a small home project, so here we are. WIP Faction Relations Editor (for new game start free roam mod)

subtle beacon
cobalt portal
#

Quick question for the people more experienced than I at this, can I still just use unrealpak for quick .cfg change mods? and do I need to bother appending "_P" to the end of the pak file name? I saw mention of that somewhere but not sure if it was/is still necessary. Just starting to dive into all this and want to make sure I'm getting the foundation right

subtle beacon
cobalt portal
#

Yep, seems to be all good, to test that I understand the process, i just wrote a quick bpatch to make skif's pistol weigh 50kg by default instead of 0, but in-game it now weighs 25. So thats interesting. Quest item weight reduced by half I guess?

#

Oh, nope, probably the 50% weight reduction upgrade, but then the extra 0.21 i guess would be from the other upgrades that the reduction doesn't apply to?

#

Nope, attachments and loaded ammo

frosty notch
subtle beacon
#

Not sure why

#

This only applies to the AnimBP

frosty notch
#

I have bee nworking on this animation port for a week now and I am slowly losing my mind

subtle beacon
#

I feel you. Modding S2 is not always straight forward

#

And you thought things would be easier compared to good old Xray😆

frosty notch
frosty notch
undone sparrow
#

Hello. Need help from somebody who have SDK. Please find "BP_Interactable_PDA..." object on Zaton. I found one on canning factory, but must be one more somewhere on zaton. I searched 3 times entire Zaton in game and cant find

drowsy dock
#

probably achived a good method to have faithful s2 icons

subtle viper
dense swift
#

You can do that in any stalker game

#

But none are designed for it

#

Especially not GAMMA

#

Matter of fact, it's ignored as a feature

subtle viper
#

Not 2 sadly

#

Yea not designed for it but still possible, every stalker player and their mother hates it for some reason. I just want to be able to see my armor ngl. Stalker 2 has great graphics and even better looking armor I want to be able to see it

sly tusk
#

Everyone hates it cuz it looks ass

#

And plays like ass

drowsy dock
#

when do I need to put in every name folder ZZZZZZ-NameMod?

ancient monolith
#

oxi gave us new grips today

#

truly blessed today

subtle beacon
#

If I create new items using the console while having the inventory window open, the new items are not seen until you either click and drag any objects, sort the inventory, or reopen it.
Is there a method to simply redraw the inventory to update changes while it's open?

carmine narwhal
#

Are you talking about in a BP or just in game? I don't think there's one, at least not one I've seen. Even OXA when it uses items for weapon/armor repair they are still visible in the inventory until you close it.

subtle beacon
#

Still visible or do you mean invisible?

#

If you mean invisible, I've sent a mail to GSC explaining that it would be very helpful to force a redraw of the inventory. Perhaps they will consider adding it

carmine narwhal
#

Still visible, basically same problem as what you said, if the inventory is open changes aren't reflected until something else happens to make it refresh.

#

So if you have an item and programmatically remove it it doesn't disappear until something happens to force a refresh (item moving, close and reopen, etc.) and if add something to the inventory it doesn't refresh either.

willow skiff
#

Can anyone here help me with unpacking and repacking mod .pak files with the Zone Kit? I need to make some edits to Stalker Unlimited and Better Ballistics, but I cant get access to the config files. no matter what these 2 mods overwrite any patches or changes I make, so I am trying to edit them directly. but am failing on extracting their pak files. StalkerPakTool doesnt work on these files, so I installed the 700gb UnReal Stalker 2 Zone Kit. I really hope it wasnt for nothing.

thick widget
# willow skiff Can anyone here help me with unpacking and repacking mod .pak files with the Zon...
Nexus Mods :: S.T.A.L.K.E.R. 2: Heart of Chornobyl

Unpack, Edit, and Repack .pak files for S.T.A.L.K.E.R. 2 Heart of Chornobyl. With intuitive scripts and an organized folder structure, it simplifies modding workflows and ensures efficient file manage

willow skiff
#

i could kiss you rn, if this works! haha thanks for the info!

thick widget
willow skiff
#

no dice unfortunately. just gives me an empty file now, atleast its not a complete crash like before. guess im still stuck. never thought it'd be so hard to 1. remove the ADS Zoom and overwrite other mods. 2. slow down the Aiming movement speed, to walk speed. lol like imma bout to just start begging mod authors for their loose files. lmao

thick widget
cobalt portal
#

Is there a mod out there that makes the "X" compass marker for corpses disappear after youve checked a body, regardless of if there is still loot in it? (Kinda like gamma does) I haven't found one and would like to make it, but I'm guessing i'll need the zonekit to do it since it's probably more than a .cfg change

#

Considering that marker gets removed after emptying a body and re-added if you insert loot into a body, im guessing its a script that runs during the interaction of opening/closing the body's loot window that I need to modify the conditions on

#

Anyone able to point me in the right direction or should I just nab the zonekit and start mucking around

nova gale
#

Frost

subtle beacon
heavy lantern
#

Can I shoot a really basic-ass question from the hip, before I dive way too deep trying to figure this out in editor:

#

Can you made large map changes, like adding a new underground lab, or new map zones, with the current Zone Tools?

#

AFAIK from tutorials out there, I don't see any mods that make edits to the world? Is that still correct?

prisma cypress
#

Is it possible to convert a mod into a bpatch one in order to reduce conflicts? Talking specifically about WeaponSightPlus and OXA Standard, was wondering if I could bpatch WeaponSightPlus so I can run both mods at the same time

hazy ivy
#

both mods have completely different weapon skeletons and animcollections; these assets are packaged in the SDK, and can't be edited at runtime

subtle beacon
heavy lantern
#

RIP to me making a network of tunnels to connect all the underground areas of the game into an unlocked "underzone". But I probably wouldn't have stuck with it anyway 😞

subtle beacon
#

Give it some more time. It should not be impossible in the future using ZoneKit. But right now I think you have to resort to plain hacking if you want to make such changes.

drowsy dock
#

does any one know how can I remove the normals under the grey tape? in Substance Painter

leaden dagger
subtle beacon
drowsy dock
subtle beacon
#

The default blending mode for the normal component of layers is set to combine normal information, meaning a layer will combine its normal information with the layers below it.

You can change the blending mode though, and if you set the blending mode to Normal (this mode has nothing to do with normal information though), the layer will simply overwrite the normal information of the layers below it.

This should stop the normal details of the handle to be mixed with the normal details of the tape

#

If this information comes from height information instead of normals the principle is the same, but you need to make sure that the grey tape layer outputs height information instead, and the blending mode for Height on that layer is set to Normal as well

leaden dagger
drowsy dock
leaden dagger
ancient monolith
#

my entirely uneducated-ass managed to get ultrawide cutscenes working again after flawless widescreen got borked during 1.6

#

not familiar with patching hex but with the outdated plugin as reference I could probably get the whole thing working again.

lean oar
#

nice

tidal rapids
#

is the ui for weapon settings all just arbitrary numbers?

ancient monolith
#

Pretty much

drowsy dock
drowsy dock
drowsy dock
#

original RMAE and the one that I got by exporting
as you can see, the blue parts became purplish for some reason...

young totem
#

I was considering on developing a small weapon mode that adds a full auto Desert Eagle to the game in .50 AE.

#

and converting the Desert eagle in game to .50 AE(if the ammo is not in STALKER 2 already).

lean oar
#

.50AE does not exist in the game, but if you want to add new calibers there's currently some effort being put into standardising how weapon mods work with new calibers, check out the following thread #1457536893271937167

graceful hearth
#

does anyone have a link to unreal zone reshade config?

hazy ivy
drowsy dock
hazy ivy
#

ok so i think that even though you're hiding that channel, it's data still needs to be stored in the file. If you isolate the channels on your image you can see they have less shades than the original, presumably because that info is being used to store that obsolete channel

#

but yea, I'm just guessing

#

it's something to do with the amount of bits per pixel, you get 5-6-5 with RMA but 5-5-5 with RMAE

drowsy dock
#

when I split up the RMAE (with photoshop), thats how I implement it in the substance painter

drowsy dock
hazy ivy
#

try png

#

jpeg is lossy

#

png/tga without dithering

#

also you can probably halve the resolution, i think the vanilla assets are 4096

drowsy dock
#

no luck sadly :/

#

sometimes I use jpeg bc the SDK doesn't cooperate with targa and png for some reason

subtle beacon
#

Unreal will always apply compression according to how you set up compression settings for the texture asset in Unreal. It means it doesn't matter what format you are using to import, Unreal won't use the import format at runtime. Generally you should use PNG because it is quite easy to work with:

• Common support basically everywhere.
• Supports 8 and 16-bit colour resolution.
• Supports alpha.

You can use 8-bit colours for everything, but normal maps and especially displacement maps can require 16-bit or higher to avoid banding.

carmine narwhal
#

Anybody a know a way to get/set player stats in a blueprint. Specifically looking to get sleepiness.

ancient monolith
#

But learning to patch binaries is equally as painful as the size of the zonekit

carmine narwhal
#

I have the Zonekit. I might have found a workaround that means I don't have to manually change Sleepiness, but I was wondering if there was a way to do so in a UE Blueprint.

#

I just also had an idea about using a custom effect prototype and triggering it with XApplyEffectOnPlayer in the BP.

hazy ivy
#

you can run console commands via BP

drowsy dock
carmine narwhal
hazy ivy
hazy ivy
tidal yew
#

!debug

celest duneBOT
subtle beacon
leaden dagger
# drowsy dock if its something to do with the bits then its someting to do with the export...?

My guess is you're getting the sRGB on your ID maps either at export, or on import in Unreal. Make sure your export templates for the ID maps aren't getting the sRGB treatment and that you have the right texture group assigned to them in the engine (and that the sRGB box is also disabled). Compression formats in the engine (if not BC7) could also introduce this sort of color transformation

lapis pond
#

Hello STALKER 2 modding community. Hopefully someone with talent and knowledge will see this... I think one of the mods missing in STALKER 2 is a minimap mod... anyone working on one? Anyone keen on creating one? I know this is going to be buried in this thread. if you think this is a good idea give it a thumbs up and maybe it get's enough focus...

scenic light
lapis pond
scenic light
#

What don't you like about the compass?

lapis pond
#

I don’t mind the compass. It’s just that I believe the minimap is missing. Having just the map and player coordinates would(I think) already help navigate the world without having to constantly check the PDA.

crimson belfry
lapis pond
#

Hey! any progress on your mod I was just asking/suggesting something like this.

ancient monolith
#

idk man, mo- less hud, mo- immersion

ancient monolith
crisp bolt
crisp bolt
#

Current iteration has mini map markings for the following, Beds, player stash, campfires, npcs,corpses, radiation, though this is where I left off. Deciding what to track, also need to add loot stashes, though from a balance perspective not sure how I want to approach that if at all.

hazy ivy
#

cos people will ask for it repeatedly

crisp bolt
ancient monolith
hazy ivy
#

Not in the game

ancient monolith
#

they seem sexy

hazy ivy
#

hopefully won't be long 🙂

ancient monolith
#

love you bro

hazy ivy
#

❤️

#

was hoping to find an easier way to position them, has to be done for each weapon individually due to hand placement

ancient monolith
#

I could only imagine the ocd seeing a finger clip through a handstop for like 0.05 seconds during an animation

lapis pond
rapid ermine
#

Any way to easily fix this FoV so it's not showing my arm seams? I like this M14 but yeah.

ancient monolith
arctic lion
rapid ermine
arctic lion
#

maybe even newbies chat

drowsy dock
# leaden dagger My guess is you're getting the sRGB on your ID maps either at export, or on impo...

I have found the issue, its when Im trying to separete the RMA texture in photoshop.
I copy the channel (R/G/B) and then paste it in a new document, thats where the issues begins I think bc Im not sure which color mode should I use and if I should use 8 or 16 bits...

I've tried greyscale and rgb color as color modes and it makes the channel (after getting exported) lighter and apart from these two I also used the bitmap (with the only issue that I can use 1 bit max) made it look more accurate but if you zoom in to it, it looks "pixelated"...

My issue is either at the creation of the blank document or at the export (or both ig)

#

maybe it the resolution, I will try that

drowsy dock
#

Im not sure anymore, if it its the designer or the photoshop the issue

drowsy dock
hazy ivy
#

32bit RGB

leaden dagger
#

If you want to copy to another document, make sure you grab not the layer, but the channel of the layer instead

#

Copying from one document to another, make sure they bot have the same adjustment modes (8-bit RGB)

hazy ivy
#

or do that

#

im using paint.net for everything so ignore what I say

leaden dagger
#

32 bit should only ever be used when working with floatpoint data or HDR values for cubemaps/more complex emissive maps. It shouldn't be used for masks and anything containing RGB values

hazy ivy
#

if it says bit depth 32 i just roll with that

leaden dagger
drowsy dock
drowsy dock
#

does it matter how I extract them from photoshop?

leaden dagger
#

It does

drowsy dock
leaden dagger
#

Do not go through the export menu, that's for doing web content. Use Save as Copy rather

drowsy dock
#

oh I didnt know about that feature lol (I would either do that or quick export as png), I will save it as png/tga then

hazy ivy
leaden dagger
hazy ivy
#

like this thing

leaden dagger
#

That's the bit depth

hazy ivy
#

why are colours complicated

#

there's like 20 of them

leaden dagger
hazy ivy
#

yea but i best most of those are brown

#

red green yellow blue and 16 million browns

leaden dagger
#

Cause people have shit tastes and horrible monitors

#

Don't blame the tool, blame the user

hazy ivy
#

I wonder if I'm getting away with having stupid settings because I'm just transferring channels around and not actually changing anything

#

like if you 'upscale' to 32 bit, then downscale right back to 8, do they do so with the same factor?

leaden dagger
#

Okay so something to understand, there's the bit depth which is normally for png Red 8, Green 8, Blue 8 and Alpha 8, so 32 bit in total.
In photoshop or in Paint.net, you have the number of bits PER channel, so 8 bit/channel, 16 bit/channel and 32 bit channel. Those are not to be confused

#

Passing from 32 bit/channel to 8 bit/channel (or to 16) forces a compression from a float point to the range of 0 to 255

leaden dagger
#

My guess is you're most likely just working in an 8 bit/channel workflow, but you just confused it with the bit depth value thinking you're working in 32 bit

hazy ivy
leaden dagger
#

Just stop telling people to work in 32 bit, otherwise you'll just mess them up into doing weird channel conversion shenanigans

leaden dagger
#

Just work off 8 bit. You'll never encounter the need of 32 bit or 16 bit unless you're doing lighitng work or emissive work (which would require a change of shaders anyhow)

#

If a TGA asks you to save as 24 bit or 32 bit, again refer to what I said earlier that's the bit depth, so 24 bit? Thats R8G8B8, for a total of 24 bit, no alpha channel. If you want an alpha channel, when it asks you to save as 24 bit or 32 bit, pick 32, that's R8G8B8A8, so it adds an extra channel to save the alpha

hazy ivy
#

i did wonder where 24 came from

leaden dagger
#

See it this way otherwise, a 32 bit/channel image, with an alpha is rather 128 bit/depth

hazy ivy
#

its not a very computery number

drowsy dock
hazy ivy
#

can't break the settings if you can't change any of them 🙂

leaden dagger
drowsy dock
leaden dagger
drowsy dock
#

I didnt have the color spaces "enabled" I think or were they just hidden

leaden dagger
#

If the color space is set to data, it uses the value on the texture ressource, so make sure those are non-linear too

#

Especially if they're imported ressources

drowsy dock
leaden dagger
drowsy dock
leaden dagger
#

They might have moved the color space control to simply be on the outputs. Anyways, at the output of maps step in your export window, you should see the type, bit, conversion. Masks and Data should be set as raw

drowsy dock
#

weirdly enough it doesnt show me sRGB or RAW, im on version 11.0.0

leaden dagger
leaden dagger
drowsy dock
leaden dagger
#

Leave the color management to legacy and adjust the working color space

drowsy dock
#

is this just to see if the textures are non-linear (raw?), because I set those textures to raw and when I export the result is the same

leaden dagger
#

The issue is that you're not getting the same mask values as what you're seeing in substance?

drowsy dock
#

Not to be rude but I myself doesn't know whats the issue 100%

  1. separate the RMA texture in its individual parts (roughness/metallic/AO)
  2. import them in to substance
  3. assign them to the base texture (with a black/white mask that excludes few parts of the mesh from the base texture)
  4. export (I would expect it to be the same in the parts that arent affected by the mask)
leaden dagger
# drowsy dock Not to be rude but I myself doesn't know whats the issue 100% 1. separate the R...

Okay that clarifies a whole lot of things, thanks.
So first thing I would do, skip the step 3.
Assign them to be the mesh maps instead and without any masks, export them.
That should confirm two things.
1-The base import of the RMA works and is not getting color corrected.
2-The export outputs the same data and values.

After that we can tackle if it's an issue with one of your layers or further diagnose

drowsy dock
leaden dagger
#

Make sure that on the RMA file import, you have your textures properly named. Substance looks up the last suffix of the file name to match it to one of their types

#

So, _roughness, _normal, etc

drowsy dock
leaden dagger
# drowsy dock

AO and Normal maps are the only mesh maps that the project takes since some of the effects and smart material rely on their information. Metallic, roughness and specular (if you're using that workflow), should be done as fill layers directly with the proper color space used

drowsy dock
leaden dagger
drowsy dock
#

during the document creation or the export?

leaden dagger
#

There's clearly a set of data missing, you can see how the border changes. It should be 1:1, if you're using the unpacked RMA no?

leaden dagger
drowsy dock
leaden dagger
#

Now if the .png is your reference, try on it to see if there wasn't an applied alpha. PNGs can have transparency baked in without an alpha channel

drowsy dock
#

should I notice someting after doing the transparency thing?

leaden dagger
drowsy dock
#

maybe you wanna know this but is it normal that if selected only red the texture becomes lighter?

leaden dagger
leaden dagger
drowsy dock
leaden dagger
# drowsy dock

Don't apply your histogram to the entire image, only use the Selected Layer and the Channel Layer Mask 1

leaden dagger
# drowsy dock

Good, see how all the values in your graph are on the right side? The long bar? That means you don't have anything expect white in your layer. So your .png of the Roughness did not have transparency baked in.

leaden dagger
#

Pure white means no information. So yes, you don't have a transparency baked in that could change your values. Might be worth checking the overall image to see if your gray values are lined up.
Example one, this is pure grayscale, all 3 channels line up. Vs example two, the red layer has had a modification of brightness, notice how now the histogram channels don't line up?

drowsy dock
leaden dagger
#

Looks good to me, why did you say the red channel looked brighter?

drowsy dock
leaden dagger
#

Well the histogram doesn't lie, but it might be an issue of your photoshop or something

drowsy dock
leaden dagger
drowsy dock
leaden dagger
drowsy dock
leaden dagger
drowsy dock
leaden dagger
#

The values should be identical

drowsy dock
#

the second image is the RMA before separating

leaden dagger
#

and use the numbers to compare

drowsy dock
#

what numbers?

leaden dagger
leaden dagger
# drowsy dock what numbers?

Make sure the other layers aren't being displayed or that you're really comparing only the red channel. The Green and Blue channels should look much the same for a fair comparison

#

Make sure you hit that refresh button next to the histogram too

#

You can also send both pictures and I'll double check if you want

drowsy dock
leaden dagger
# drowsy dock

See how the red graph is different? Meaning there's something happening in your export which moves up the red channel

#

Might also be changing all your channels

drowsy dock
leaden dagger
#

Could be, how do you split them?

#

The gray scale is the image you made from the RMA, correct?

drowsy dock
#

select channel, copy channel, new document and paste it

drowsy dock
leaden dagger
drowsy dock
#

then I save it as a copy ig

leaden dagger
#

Okay you didn't change the default color profiles of photoshop did you?

leaden dagger
#

Okay so when photoshop tries copying a single channel and pasting into a new document, it tries to convert the raw linear gray data into a layer and it applies it's default color conversion to it, which if you didn't modify the default brightens up the values.
So two things:
1-Change you default color profile, you'll find that under Edit > Color Settings. Change the grayscale value to Gamma 2.2
This is not perfect, but close enough for copy pasting.

2- If you want to extract channels perfectly, just make a new layer, hit the menu Image > Apply Image.
Set the layer to merged and pick the right channel, like Red, you can point it to a new document too.
Change the Blending mode to Normal with an opacity of 100%. That does a 100% mirror of the channel:

#

Example, this is my reference image, then my copy/pasting with the gamma 2.2 mode and finally if I do the Apply Image method.

drowsy dock
#

Ok thank you, will test it again in substance... btw instead of the Grey Gamma 2.2 I had like dot 20%

drowsy dock
leaden dagger
lapis pond
#

Anyone can point me to a possible clue of what might be cause this issue? Everytime I look a Dog (only dog) instead of receiving mutant look I get all of my initial loot returned . (bullets, medkit, sausage, slug artifact)... All other mutant loots are normal.

tidal dragon
#

which is the best mod merger to use with vortex?

flint crescent
#

oh wait wrong chat

thick widget
tidal dragon
#

im having some kind of a problem and i am not sure if its game related or mod, basically Npc aimbot is john wick even in full forest were i cant even see them myself, and they bulletsponge even high caliber guns

tidal dragon
#

for combat i have oxa standard, and upon dying 250 times on a group of 3 in exos ||before meeting Dark|| i have installed better ballistics core and.. nothing changed

thick widget
#

Core should definitely improve the bullet sponginess, but it also makes them hurt the player just as much haha

tidal dragon
#

yeah but nearly no difference, hence why im not sure if the mod is working, maklanes mod would be useful too but they arent updated for 1.8

arctic lion
#

are you using vortex or manually putting it in the ~mods folder

tidal dragon
#

vortex

arctic lion
#

that's probably why

tidal dragon
#

well most of the mods are working, just not sure about that one because i dont really have direct feedback

arctic lion
#

what difficulty

tidal dragon
#

stalker

arctic lion
#

the lower difficulties make everything bullet spongy

#

vet is prob the best

#

cause these mods that overhaul ballistics completely change the damage output for each difficulty from vanilla

tidal dragon
#

what confused me is the fact i dont understand why the game keeps throwing at me loads of standard ammo when they are nearly ineffective

#

this game barely passed balancing qa ngl

thick widget
#

Yes it does have some balance issues, but generally to balance excessive loot games require you to sell that in order to purchase better

#

Personally I prefer less loot and the small bits of better stuff method

tidal dragon
#

Tbh I have to say I felt nearly no sense on progression in gear

#

Especially the guns

#

Now I have yet to find my first exosuit

thick widget
#

Anyway ummm solutions. Vortex folders can cause some odd load order/ patching issues. So that could still be a possibility. You might benifit from NPC Combat Overhaul as I adjust their vision/hearing sensors so they're not quite as aimbotty when their target moves between cover.

#

I should probably update Instant Aggression Fix since I know the changes in NCO are working haha

#

Yes weapon progression is not the best or gear in general

#

It's basically just here's gun with bigger caliber that basically functions the same as the rest.

#

Did you take some time to do armor / weapon upgrades from the technician?

tidal dragon
#

Indeed I'm using full mod 416 and I found the short SVD but yet have to upgrade it

#

Amor I have it maxed but it's not a combat armor, didn't find any good matching the state of the game where I am now

thick widget
#

Ah

tidal dragon
#

Waiting to find an exo

#

Is there any around cordon?

thick widget
#

Not that I know of

#

Only thing I've seen there for sure is Mercenary Suit

tidal dragon
#

Nice I have to go through there for the next mission anyway

drowsy dock
#

If I wanted to make a new normal map, do I need to start with substance painter or blender?
In this case I wanted to remove the wood "engravings" from the Bakelite mag, and instead replace it with a polymer look...

wary charm
#

There's a problem with Stalker 2; the headlamp has been malfunctioning for about a week. It turns on and then immediately turns off again. I've searched a lot online but haven't come across anyone else experiencing this issue.

wary charm
fervent stratus
#

you need to search better bro, its in their mod post both here and official server iirc

wary charm
fervent stratus
wary charm
# fervent stratus

Wow, thank you, buddy! I guess I just need to go around to the merchants and find a lamp. Did I understand correctly? I need to buy the lamp from the merchants.🙏🙏

#

I don't know if it's a bug or something useful, but I think it's helpful. If you want your character to walk or run automatically, press W while walking, then press the Windows and G keys simultaneously to open the Xbox interface. Press ESC to go back, and the character will walk automatically. 😅 🥾🚶‍➡️

narrow hamlet
#

Is there a mod that makes some scopes malfunction, like broken or dented, according to the game lore?

tame pagoda
#

Has anyone found a way to expose faction relation values in-game via debug/command/anything?

tidal dragon
#

Character talent mod when

wary charm
#

I love this game, but these never-ending bugs and ridiculous errors are killing me.😖 I can't follow Dr. Kriyvenko in Castak because the emission is stuck. I've tried everything, but it just won't work; the emission won't go away, and the doctor and others won't talk to me because of it. How can I fix this bug? Please help!🙏

tidal dragon
#

load an older save, wait the emission and let it go

tidal dragon
#

Do I download the kit to make my own more hmm

subtle beacon
#

Anyone know how to essentially replace textures of mods with mods? Modding vanilla textures is easy, but I'm having trouble modding textures for other mods.
I thought the approach would be the same as modding vanilla textures and it was all down to which mod loads first, but this doesn't seem to be the case.

Anyone have any ideas how to approach this?

lean oar
#

*Which mod loads last

subtle beacon
#

I tried both orders, no difference...

subtle beacon
#

But I'm not working with .cfg files here, just textures. The texture in question is loaded by a widget, so there is no way I know of to retarget which texture to use

lean oar
#

Repak the original mod to remove the texture kek1

subtle beacon
#

I am talking with the original mod creator and the easiest solution might be to just repack the mod with my texture. The part of the mod containing textures is not big at all so it might be the easiest solution

tidal dragon
tidal dragon
#

Epic game is shit at downloading, very slow

leaden dagger
rain juniper
#

Hi guys. There is any ways to bpatch roots that defined like [*]? I thinking how I can do my NPC loadouts mod more compatible, but seems like I can't

I thought to do alternative version with armor changes only, but neutrals armor defined right in neutral_class roots 🙁

tidal dragon
#

just after pause/resume lol

subtle beacon
# rain juniper Hi guys. There is any ways to bpatch roots that defined like [*]? I thinking how...

In my experience, [ * ] structs are messy because as you know there can be multiple of them and they lack individual indices. Only solution is to {bpatch} and {bskipref} the whole part, and replace by a duplicate where all then [ * ] are included, but you change the things you want to change. It's stupid, yes, and I have no idea why the * structs are use instead of proper number values.

However, if you want to append to let's say an ItemGenerator struct, you can append with just a unique string and it will work.
So if the original struct contains a bunch of [ * ], if you just {bpatch} in a struct you define by a unique string it doesn't care about indices or order. It will simply add that new struct to existing ones.

So instead of:
ItemGenerator : struct.begin {bpatch}
[ * ] : struct.begin
you go:
ItemGenerator : struct.begin {bpatch}
MyCoolStruct : struct.begin

It is a game changer when you realize that structs can be defined using any unique string, it doesn't have to be the [<number>] thing.

rain juniper
tidal dragon
#

Hey, I wanna create a mod and I need some guidelines, the mod is about the original gamma character soft skill/talent mod which brings similar gameplay mechanics to tarkov, the more you play the stronger and more powerful Skiff becomes. Many guides I found about the zone kit are related to edit or create texture models assets etc but I don't believe this mod would require any modeling, just some script and a UI/UX or am I wrong? Anyone can point me somewhere?

lapis pond
#

I'm sure I'm not the only one facing this. I get a message for "Conflicting mods" everytimeI start my game. Should I be concerned? is't bpatch supposed to avoid conflitcs?

thick widget
lapis pond
thick widget
tidal dragon
tidal dragon
#

@ocean thunder hey, u are the maker of Give us more guns or im wrong?

tidal dragon
#

I saw your post saying localization isn't working

#

What in particular? The new guns?

ocean thunder
#

All of them. I updated my mod with new guns but did not touched the old SID.

tidal dragon
ocean thunder
#

I did not notice. I had a couple of people, in the comment section, saying they had problem with it though.

#

When Im off work, I will be testing more.

tidal dragon
#

oh i also just noticed you also made the weapon sight plus mod which i have been using for a while now

ocean thunder
#

Yes, I should do an update on that one.

tidal dragon
#

i do have locals issues with those too, they never worked on my game

#

ultimate overkill difficulty experience on this one KekSkew

ocean thunder
#

Lol is this the vudu? Can you give me your mod list?

tidal dragon
#

yes this is the vudu on hk417 from HK Platform extended i believe

#

your modpack doesnt have hk417 right?

#

ah i also use weapon reposition project

tidal dragon
tidal dragon
#

@scarlet vigil hi, are you online sir?

tidal dragon
#

@ocean thunder i have an update

ocean thunder
#

Yes

tidal dragon
#

i fixed the sights names

#

but not the description

ocean thunder
#

Sweet! How did you do it?

tidal dragon
#

is this one of ur sights yes?

ocean thunder
#

Yes

tidal dragon
#

ill dm you

tame pagoda
#

I am looking for someone with a bit of knowledge regarding UI/PDA modding. I am just looking for general directions, I am blindplaying when it comes to UI topic

vernal urchin
hushed sierra
#

i installed rusted dawn mod pack and it freezes on load after death?infinite loading screen.any tips

tidal dragon
mental zealot
scenic mesa
#

Hi everyone. Please tell me which mod should I choose for my ALIFE: living zone or alife found a way? Thanks

carmine narwhal
mighty rapids
#

How difficult is it right now to import new gun models and animations using blender? Are we still waiting for better mod tools for this, and should I wait? I have extracted many guns I want from modern warfare 2019 & 2023 that I want to put in Stalker 2.

tidal dragon
#

lots of new guns are available nowdays

#

configs arent hard to manage

#

i worked on someone gun pack mod configs easily and i have zero knowledge of the modkit

mighty rapids
# tidal dragon i dont think is too difficult imo

Yea it’s definitely not impossible. But I’m a complete beginner, waiting for some tutorials. If not I’m sure I can work something out.

But you can’t add new guns just by editing around in the gun mod configs.

I’m gonna try to add the An-94 weapon from MW2019 it’s a really nice model with the animations

tidal dragon
#

there are official tutorials on how to add a weapon from gsc, also an94 has double fire mechanic, that is not implemented in game

tidal dragon
# mighty rapids Yea it’s definitely not impossible. But I’m a complete beginner, waiting for som...

Zone Kit opens up a lot of new possibilities — in this video, we’re learning how to modify weapons.
From launching Zone Kit all the way to publishing your mod on Steam Workshop or Mod.Io: we’ll show you how to make a totally new gun for S.T.A.L.K.E.R. 2: Heart of Chornobyl.
Link to Zone Kit download:
https://store.epicgames.com/uk/p/stalke...

▶ Play video
mighty rapids
mighty rapids
tidal dragon
mighty rapids
tidal dragon
#

then thats half of the job

#

but the abakan has got 1800rpm

#

not sure if the game can handle that much

mighty rapids
#

Only one way to find out lol

carmine narwhal
#

I think the bigger thing would be if the game can do different RPM for burst versus auto.

mighty rapids
carmine narwhal
#

So I did find FireIntervalModifiers , but only the Ram uses it so I don't entirely know what it controls or how it is used.

#

But might be something worth looking in to.

ashen sky
inner stratus
#

Using the Zone Kit for Stalker 2, is it possible to add different LODs for things such as foliage? (to avoid using nanite and transparent textures) think

inner stratus
#

Also, how long might it take to bake all game areas using regular lightmass on a Ryzen 7 7700X / Radeon RX 6600?

hazy ivy
#

Way too much work considering there's an engine update on the way

inner stratus
#

I know it's a lot of work. That's not what I was asking. I've heard the Zone Kit has limitations and I'd like to know if it lets you do those things in the first place.

leaden dagger
# inner stratus Also, how long might it take to bake all game areas using regular lightmass on a...

Roughly a couple months of baking, couple of months of generating the new required UVs, a week or two of setting up the lighting scenarios, etc.
You'd have to author a new UV lightmap set for every single mesh. Setup the light mass importance volumes accross the maps, modify the shaders to account for the new permutation. Break the weather system as a whole to either have harsh transitions to load lighting scenarios with loading screens. Oh and adding a couple hundred gigs of new lightmaps to your game 🙂

#

Basically, it's not scaleable with the sheer size of the game and one of the reason why they didn't go with baked lighting

leaden dagger
# inner stratus Using the Zone Kit for Stalker 2, is it possible to add different LODs for thing...

The foliage is already not transparent, it's alpha masked impostors from afar with dithering, so there's no transparency on them as the fallback mesh. The nanite versions are more optimized since every leaf is modeled to have proper triangle clustering and simplifcation. Adding LODs won't result in any performance gains and would rather degrate perfs since now the Virtual Shadow map system has to rasterize all of these instances instead of reusing Nanites acceleration structure

inner stratus
#

Roughly a couple months of baking...

Continuously? As in, 24/7? perplexe

... couple of months of generating the new required UVs ...

I think I saw it being mentioned in a tutorial somewhere that UE generates its own UV maps from Ninite created meshes. (?)

... adding a couple hundred gigs of new lightmaps to your game ...

Why would this happen, though? Seems a bit excessive given many other older games with big open worlds have baked open world lighting. Or is that an Unreal Engine thing?

... The foliage is already not transparent ...

Trees and tree branches seem to become transparent (that ones you can move through), when I get close to them. Their movement animations also seem to be very low FPS up close (like, 10 FPS or close to it...).

As for the dithering, I have indeed noticed that. Kind of why I haven't been able to get the game setup with decent graphics and FPS. It's always either bad visuals (low and blurry textures, even if they're set to Epic, lol) with decent FPS or low FPS + high latency (Frame Time ms) and "decent" visuals. Would've used "Frame Generation" (DisgustedClint ) but it messes with the holo scopes and lasers.

... Adding LODs won't result in any performance gains and would rather degrate perfs since now the Virtual Shadow map system has to rasterize all of these instances instead of reusing Nanites acceleration structure.

I'm not gonna pretend I know much (I know exactly shit about fuck), but according to some videos I've watch (one of which is this one for example: https://www.youtube.com/watch?v=Ls4QS3F8rJU), generally speaking LODs seem have better performance when it comes to sub 50k triangle meshes, while Ninite's better for higher ones.

leaden dagger
# inner stratus > Roughly a couple months of baking... Continuously? As in, 24/7? <:perplexe:97...

1.Yes. Even with a swarm network for the GPU lightmass compute

2.It generates custom UVs out of the imported UV set 1 of the mesh. It's not lightmaps UVs or usable for that purpose. Forcing Nanite meshes to support a secondary UV set also increases the mesh memory footprint.

3.The ''transparency'' is just a temporal filtered dithering, it's a common technique to give the blurry fake transparency visual instead of paying for a full transparency forward pass. The mesh is still Opaque or Alpha Masked with a 1 bit alpha. You could possibly remove the imposter LOD dithering function of the shader maybe. But that would make a harsh LOD poping effect.

4.If you used traditional CSM shadows instead of VSM shadows and didn't use Lumen, then yeah a full LoD chain would be more efficient. The game uses both. So you won't see performance gains even if you flipped the whole foliage. You'd still have massive page invalidation because of the world position offset used on the foliage for movement. IF you want a performant game with the current tech. Strip the wind out of the trees. Have static foliage.

#

Videos about performances of Nanite vs LoD chains are bollocks and give shit fuck all without any real game context and real rendering scenarios. Never trust the videos of someone looking at a stupid landscape with grass instances and a couple of trees. They're not representative of real game environment or context

inner stratus
#

1.Yes. Even with a swarm network for the GPU lightmass compute...

PepeHands

2.It generates custom UVs out of the imported UV set 1 of the mesh. It's not lightmaps UVs or usable for that purpose. Forcing Nanite meshes to support a secondary UV set also increases the mesh memory footprint...

I see. I must've misunderstood that part of the video in that case.

3.The ''transparency'' is just a temporal filtered dithering, it's a common technique to give the blurry fake transparency visual instead of paying for a full transparency forward pass. The mesh is still Opaque or Alpha Masked with a 1 bit alpha. You could possibly remove the imposter LOD dithering function of the shader maybe. But that would make a harsh LOD poping effect...

Personally, I wouldn't mind pop-in effect, as long as it's not too extreme, in exchange for noticeable performance increase.

4.If you used traditional CSM shadows instead of VSM shadows and didn't use Lumen, then yeah a full LoD chain would be more efficient. The game uses both. So you won't see performance gains even if you flipped the whole foliage. You'd still have massive page invalidation because of the world position offset used on the foliage for movement. IF you want a performant game with the current tech. Strip the wind out of the trees. Have static foliage....

How come mods like Anomaly / Gamma, have moving foliage during wind effects in that case? Is it because the map areas are smaller so the performance drop is negligible (harder to notice) compared to open worlds? If so, what about games such as The Witcher 3 and Kingdom come Deliverance?

Could Stalker 2's world be split into smaller areas (like the original games, albeit bigger - see image below), retain it's current Ninite / Lumen usage and gain significant performance increase assuming some sort of "invisible loading screen" is implemented?

#

... Never trust the videos of someone looking at a stupid landscape with grass instances and a couple of trees. They're not representative of real game environment or context.

I don't do that. I always look for real practical examples, otherwise, as you've mentioned, it defeats the whole purpose of demonstrating whatever it may be. Solid advice nonetheless. Thank you.

leaden dagger
# inner stratus > 1.Yes. Even with a swarm network for the GPU lightmass compute... <:PepeHands...
  1. Because they don't make use of Lumen or cache paging technology like Virtual Shadow maps.
    Anomaly makes use of CSM (Cascaded Shadow Maps) which is an older tech and more limited in some aspects.
    -Noticeable ''bands'' at the different cascades, limited in the max render range of the shadows
    -Cost is more consistent and not really dependent on moving geometry or not.
    VSM (Virtual Shadow Maps) have a number of benefits but some downsides.
    -You can make soft shadows with penumbra effects
    -Able to cast near infinite shadows
    -No Banding artifact
    -Reduction of cost for far away shadows
    -Shadow casting from multiple light sources is better handled and less costly.
    -Can Cache the results and avoid re-rendering costly pages in the grid.
    But the down side is that whenever you have something moving in the pages, it needs to fully re-render said page. If you have a lot of geometry moving around, it's a lot of invalidation so a lot of re-rendering.
    It's just a limitation of the tech. It's way more performant when you're indoor or doing shadowing from things like buildings. A game isn't only about foliage.

Plus it's made to work with Lumen and Nanite, it reuses a whole lot of the acceleration structure.

The size of the areas in game don't really matter, world partition streams in and out chunks of the map, while deloading zones that aren't visible or further away. So there's no gain to be had there if it was split.

#

Most games anyway drop wind animation as you go along the LOD chain and move on to impostor, same with anomaly, only the first LoD has the wind animation. Billboards afar don't.

#

VSMs do this too, past a certain range they stop evaluating World Position Offset (the thing that moves the geometry). So they reduce the shadow invalidation past a certain range.

#

The witcher 3 and KCD both make use of Cascaded Shadow Maps (CSM).

#

CSM used to be garbage when it initially came out as a tech and very limitted. Hardware grew and the tech was refined over two decades. VSMs came out less than three or four years ago and they're still being worked on as a technology and evolving with each new release of Unreal.
Give it time and they'll fully replace CSM eventually.
Devs are still learning how the actual new pipelines work and there's a bunch of work that needs to be done to optimize this. Each engine version drastically reduces some of these costs and caveats

lapis pond
#

Guys, how can i open a vanilla .cfg.bin file to find out what I need to target with bpatch? do I need the STALKER 2 Zonekit and the whole of 750GB...

ancient monolith
#

if you do this successfully once, you then can do this for all kinds of aspects, and when you're familiar with the directory structures, you'll fly

inner stratus
ancient monolith
inner stratus
# ancient monolith dear god its gonna take just as long to extract it

Suprisingly, not. Extraction was much faster. To be honest, not sure how much faster, because I was kinda sleepy yesterday and wasn't paying much attention on the process, but I'm pretty sure (in my case), it was less than an hour. I feel like, the file validation process was longer or took about the same amount of time as extraction. It also didn't seem to take "extra space" - as in, 475 GB download + 730 GB install and then deleting the 475GB downloaded.

#

Though, in my case, I've installed it on an HDD (7200 rpm) 'cause I don't have space on my primary SSD. PepeHands

ancient monolith
#

if that space is contained to only a few files thats totally plausible

inner stratus
ancient monolith
inner stratus
# leaden dagger Most games anyway drop wind animation as you go along the LOD chain and move on ...

Thank you very much for the detailed explanations.
According to [https://dev.epicgames.com/documentation/en-us/unreal-engine/impostor-baker-plugin-in-unreal-engine]:

Imposters use a sprite card that contains 8 triangles with 9 vertices, and Billboards use 8 cards that contain 72 triangles with 81 total vertices...

So, UE's basically using Ninite for closer objects and Imposters for far away objects.

Since Ninite's supposed to be much higher quality and performance oriented than regular meshes, is it possible to retain said quality/performance when the player camera's in motion without making things blurry (forced TAA)? Like with Anomaly textures? As I mentioned earlier, in my case, I can set texture settings to "Epic", but unless I put the "upscaling" to "Native AA", it's a mess.

#

In other words, I'm trying to figure out if, with the Zone Kit, is possible to swap things in order to increase performance and quality.
In my head, I'm thinking, that there's gotta be something that can be done (even if it's a lot of work).

ancient monolith
inner stratus
ancient monolith
#

well what we cant do with cvars

#

I'd imagine would entail foundational level work

#

but on the more optimistic side

#

if cvars is all it takes to make as big of a difference as it has

#

how strong is this foundation

inner stratus
ancient monolith
#

best of luck soldier PES_Salute

inner stratus
#

To be honest, I was watching a tutorial on meshes and LODs and saw that you basically take, for example, a tree and then manually change the vertices quantity you want for each LOD. Hence, I figured, I'd just create a script that scrapes all of the foliage meshes (or creates a Ninite version for different resolutions) and auto-creates versions for each one with 5 levels of LOD, possibly creating stronger "pop in" effect but increasing overall performance.

...is what I thought of doing - but given the explanations from Burn above, even if I did do that, it wouldn't make things better. PepeHands

ancient monolith
#

so you wanna nanite your nanite

#

oh no, Ill rephrase

you want wider nanite

#

yea the theory checks out

inner stratus
inner stratus
ancient monolith
#

You do not need to waste any more brain cells on me my friend. My current understanding of what nanite is, is what you described

#

Even when I was in school for this the graphics pipeline was still black magic

inner stratus
inner stratus
# ancient monolith You do not need to waste any more brain cells on me my friend. My current unders...

It's very simple, from what I understand.
Let's say, you have a "3D rock" placed in your map and your looking at it. Regular mesh would render the whole rock, while Ninite, would only render the "front" part of the rock you can see - from what I understand - and because of that, you have more free resources to use on a higher quality rock (i.e. higher poly count). Now instead of having a whole "regular rock", you have "1 part of a fancy looking" rock. pepelmao

ancient monolith
#

But for every asset the camera projection matrix sees

#

With a mesh anyway

inner stratus
#

I'm sorry, what? 😅

ancient monolith
#

It takes everything in a scene

inner stratus
# ancient monolith I thought nanite was a plug and play solution that offloaded the task of making ...

It does, yes. It "auto-scales-down" things and it's much more performant than what I was thinking of doing, but it comes with it's own issues as well. Part of which are the combination of Lumen and forced TAA, due to "dithering". It's sort of explained here [04:42][https://www.youtube.com/watch?v=Ls4QS3F8rJU] with practical showcases but I don't know a lot of the technical jargons and I'm still trying to wrap my head around certain things. cry

ancient monolith
#

We've come full circle where if everything references temporal data it's more efficient

#

But boy it was a bumpy ride

#

Efficient wrong word.
More like. Combat noise

inner stratus
ancient monolith
#

It's like the Apple walled garden of rendering

inner stratus
#

Also, the Zone Kit, is unusable on an HDD. Granted, I assumed it might not be, but it was worth a shot. sadge

lean oar
#

I think what annoys me most is that you don't get any anti aliasing outside of upscaling technologies

#

So if you don't want it your game will just be hella noisy

ancient monolith
#

remember fellas, bumpy ride, wait for more temporal implementations, it will pay off

#

youtuber vex made a video saying dlss 4.5 performance at 4k has aspects that look better than native

ancient monolith
#

just take the crackpipe

#

cmon

lean oar
#

I mean, I'd prefer just having native performance but yknow

inner stratus
ancient monolith
lean oar
#

Very much so

#

And I ain't a fan

#

I just can't wrap my head around the blatant bullshit we're being fed

#

Mmh mmh mmh, love me my fake frames

ancient monolith
#

just smoke the crack with us bro

#

all or nothing

inner stratus
#

No. We want our "coke" in "coca cola" back. pepelmao

ancient monolith
#

"later gamer"

carmine narwhal
#

Anybody do any weapon modding and know what the FireIntervalModifiers section for a weapon in WeaponGeneralSetupPrototypes does or is supposed to do? Seems like only the Ram uses it, but it might not actually be doing anything since there's also post shot delay stuff that handles the two shots before pumping functionality.

inner stratus
carmine narwhal
#

I think that's just controlled by FireInterval.

inner stratus
#

Yeah, but it seems to act as an extra modifier. Hence, perhaps, why only the Ram uses it, as you've stated.

carmine narwhal
#

Yeah I've been experimenting with it and it hasn't seemed to do anything. It does sound like it's supposed to change the fire interval, but could not figure out how it was actually supposed to work since it's basically defined as an array of floats, e.g.

FireIntervalModifiers : struct.begin
   [1] = 1.f
   [2] = 7.0
struct.end
#

Basically was wondering if it'd be possible to make burst fire and full auto fire at different rates.

#

Since that is a feature on some weapons.

inner stratus
#

Perhaps that's only it. If FireInterval is a variable that holds a single value, FireIntervalModifiers was maybe created for when you want to have more than one thing that affects an item's rate of fire. think

carmine narwhal
#

Might be a relic of a cut feature or something, unless I'm just lacking info on how to switch which modifier it is using.

inner stratus
#

Your guess is better than mine. Haven't done any moding yet. Still investigating my own issues and alternatives. 😅

#

Maybe you could look for some mods that change weapon behavior. Could be something there. think

carmine narwhal
#

I did find an effect called ChangeFireIntervalsEffect that has an array of fire intervals. Checking to see if any files in the game actually use it.

ancient monolith
#

the ram2's firerate is bound with the animation curve

inner stratus
carmine narwhal
#

I don't even know man. It's just defined like this:

ChangeFireIntervalsEffect : struct.begin {refkey=[0]}
   SID = ChangeFireIntervalsEffect
   Type = EEffectType::ChangeFireIntervals
   bIsPermanent = true
   FireIntervals : struct.begin
      [0] = 1.f
      [1] = 2.f
      [2] = 0.5f
   struct.end
struct.end

And isn't used in any of the other .cfg files, at least the ones in the modding kit.

ancient monolith
#
   NumberOfShotsBeforeDelay = 2
   PostShotDelay = 0.65f

any changes made would just cut in the middle of the pump animation

carmine narwhal
inner stratus
carmine narwhal
#

It can be either.

#

Well I guess it's more like an object.

#

Especially in like a JavaScript sense where arrays are just objects with numeric keys.

inner stratus
ancient monolith
carmine narwhal
#

I think it's their own custom format.

#

But in general the syntax can be kinda loose, like you'll see stuff like

SomeThing : struct.begin
   [0] : struct.begin
      Foo = 1
      Bar = 2
   struct.end
   [1] : struct.begin
      Foo = 2
      Bar = 1
   struct.end
struct.end

Where you'd assume if you added something the key would have to be numeric, but nope, you can totally do

SomeThing : struct.begin {bpatch}
   NewItem : struct.begin
      Foo = 3
      Bar = 2
   struct.end
struct.end

And that works fine.

carmine narwhal
#

What do those have to be numeric/wildcard only?

ancient monolith
#

if they wernt, and I wanted them to all have the same chance, that would work?

#

honestly, if auto bracket completion could take a custom string that alone would save me so much time

inner stratus
carmine narwhal
#

Yeah I mean I tried applying it to myself using the console and it didn't seem to do jack.

inner stratus
carmine narwhal
#

I left it as is, applied that specific effect, and cycled through my different equipped weapons and fire modes and nothing seemed to change over what it was when I first loaded the save.

#

I haven't tried with the PossibleItems list.

inner stratus
inner stratus
carmine narwhal
#

I've definitely added an item generator to the overall list for a prototype with a string.

ancient monolith
#

but consecutively within a single struct?

carmine narwhal
carmine narwhal
carmine narwhal
#

I've bpatched them into structs that were using numeric keys otherwise.

carmine narwhal
#

I have C++ headers so that command references this function void XApplyEffectOnPlayer(FString EffectPrototypeSID)

ancient monolith
inner stratus
carmine narwhal
#

Oh like that I don't think would work.

carmine narwhal
#

I wonder if you can reference templates in internal structs or if that's only allowed on the top level. So you'd make a template for the 0.1 chance, then just use refkey to pull that and only have to override the ItemPrototypeSID.

ancient monolith
#

have you found a way to mimic a linter's auto completion brackets but instead it takes struct.begin and struct.end as brackets?

ancient monolith
carmine narwhal
#

Me, no.

ancient monolith
#

The workflow for configs is so....naked

carmine narwhal
#

I think I looked into setting up something the Notepad++ to make it easier, but I personally haven't had do too much in the way of defining structs so haven't put too much effort into workflow stuff. Frankly I'd be tempted to just get AI to do the annoying bits.

inner stratus
carmine narwhal
#

Like do one definition, then use like claude code or gemini CLI and tell it to repeat the pattern for a list of items.

inner stratus
carmine narwhal
#

Either that or make your own workflow where you write it in a language with more built out support like JSON then make a converter to turn that into cfg format.

inner stratus
ancient monolith
#

We about to release the stalker language support

carmine narwhal
#

I think Oxide vibe coded a tool that is something like that where he just has some manifests and the tool generates the cfgs based on the manifests.

ancient monolith
#

Intellisense here we come

inner stratus
ancient monolith
#

It's close enough to C++, but honestly you'd spend more time debloating any c++ lsp than getting use from it

inner stratus
#

I just noticed, we've been talking for hours and solved none of our problems. kekl

ancient monolith
#

We're too tired to do anything but talk about doing

inner stratus
#

Peak human behavior.

ancient monolith
#

Woe is passionate modder

lapis pond
ancient monolith
#

Seems like this is what you're asking for then

#

I misunderstood

leaden dagger
leaden dagger
leaden dagger
inner stratus
leaden dagger
#

It's all handled on heuristics and screen size. You don't really have control over the number of triangles except via console commands, but those affect all of the Nanite meshes

inner stratus
leaden dagger
#

Point is, you can't specify: At this distance have 20k tirangles, at this distance have 5k triangles, it doesn't work that way

inner stratus
#

I see. Would it be viable to use Ninite for an initial object, take a "snapshot" of it and then create multiple LODs based on that object and swap the original in-game (and via a script, do it for all the meshes)? think

#

(I apologize for so many questions. I thought my initial question was simple, but every time you answer, I keep learning new things, which beg more questions. 😅 )

leaden dagger
#

Think of it this way: Someone knowledgeable already weighted all the pros and cons of the system and they decided on the current implementation. It's not out of lazyness or because they didn't think about it

#

If it could have been done, they would have done it

inner stratus
inner stratus
leaden dagger
inner stratus
leaden dagger
leaden dagger
#

and it runs like shit

#

With 1/10th of the map size

inner stratus
#

To be fair, most of the "running like shit" part seems to be due to single-threading issue's of the Engine.

leaden dagger
#

So weight it however you want, but you're not coming up with anything new here and it's not about ''they took a shortcut''. It's just how the current tech stack for open world in UE is

inner stratus
leaden dagger
inner stratus
leaden dagger
#

Look I've worked on the tech side of videogames for nearly 14 years. I know how this works. They didn't do a bad job (they didn't do an amazing job either), the tech is just juvenile, it's new, they're still building it as they go. It's the same loop with every new tech that comes up.
The reason why Anomaly looks halfway decent now is that people like Ascii, Lvtnuer, Hippo, and many others poored in hundreds and hundreds of hours iterating and tweaking every single little thing they could to juice out an incredibly old engine while bringing new tech that has had decades to be refined and ''fixed''.

#

So sorry to break it to you, but it's not by watching a couple of youtube videos and reading up a bit that you'll rewrench the whole tech stack of the game. Unless you somehow reveal yourself to be this genius 3D programmer and make a custom fork and migration of the engine, even then I doubt you could do better than the hundreds of engine programmers at Epic.

inner stratus
leaden dagger
#

TLDR: don't waste your time and energy on something that's not even remotely achiveable.

inner stratus
#

But I appreciate it, nonetheless. At the end of the day, I figured the least I could do is give things a thought. salute

#

Is at least A-Life tweak-able using the Zone Kit? think

inner stratus
leaden dagger
#

You can change some of the configs, but you can't modify the whole director system

#

You can just reverse engineer the existing A-Life tweak mods, see what they did

inner stratus
leaden dagger
#

Maybe future iterations of it will allow

inner stratus
#

For a more detailed example:

Let's say: depending on squad size, upon encountering a muntant of X type, one of the NPCs can act as bait while the others try to flank it.

leaden dagger
#

But that relies on a whole lot of systems thatdon't exist. There's no taunting of entities, so you'd have to rework the whole entity behavior tree to account for priority targeting. Then you need to add a logic sub-type to have NPCs taunt or bait or whatever, which means creating the behavior for running away or actively dodging a targeting mutant and then you have to make your other NPCs constantly attempt to circle strafe a position that keeps on moving and shifting

inner stratus
#

Not too complicated to do (though, it would be a lot of work, for sure) and I'd do it...
If I had access to that part of the game / kit.

leaden dagger
inner stratus
leaden dagger
inner stratus
#

(Shay's Living Zone mod)

inner stratus
leaden dagger
zealous minnow
#

Anybody tried Radium mod?

alpine jewel
#

Mod that adds shadows from grass is exist?

inner stratus
inner stratus
leaden dagger
tidal dragon
#

wouldnt that be -500 fps

leaden dagger
#

No, contact shadows are ultra performant, they're just not great for big shadows. They work perfectly for small low to the ground objects, like grass.

zealous minnow
inner stratus
sand parrot
#

I’m looking for the wheezing when exhausted file or cfg to reduce it. Any clue?

knotty hamlet
#

Does anyone know any mods to add customization to the G3 battle rifle? Like a rail and suppressor

subtle beacon
#

Wasn't there a more complex mod that changes so that stashes are empty until you actually find a PDA with info about the stash, like in the original games?
I have been looking for that mod but cannot find it. Any ideas anyone?

carmine narwhal
#

You wouldn't be thinking about StashClueRework by sdwvit

#

It's in the Workshop

merry cedar
#

@inner yoke

Can everyone help.me.ping bro I worked for him and he has not come online since then

leaden dagger
dense swift
subtle beacon
undone zinc
#

Heya! is here someone who is in good knowledge of stalker unlimited? I have some tweak questions.. 😄

remote crescent
#

Oi, hello lads, how come noone made canted sights mod yet? Is it impossible for now or just nobody wants it? 😄

ancient monolith
remote crescent
ancient monolith
#

oh you just want, canted irons aesthetically, then yea. Easy even (relatively)

remote crescent
ancient monolith
#

annnd back to herculean effort levels of unlikely

remote crescent
ancient monolith
#

it hurts me to see a man at the bottom of a rabbit hole

remote crescent
#

Well, I guess GSC just did it again

ancient monolith
#

im no expert in this field whatsoever

#

but I can see that the scope of animations has increased tremendously.

#

there are just, so many different conditions and states for your animations to be in

#

not a gsc bad thing, more like a.....this isnt fallout new vegas modding anymore kinda thing

mossy owl
#

very interested, please share

inner jetty
mossy owl
#

where we can find mods for stalker 2? NexusMod have 2/3 mods :/
Do u know other? thx

mental zealot
#

Nexusmods, steam workshop

mossy owl
#

\Stalker2\Content\GameLite\GameData\ItemGeneratorPrototypes
I can edit file, and repack in .PAK file for create a mod? Still work? I'am new

mental zealot
#

It will work if done correctly

crisp bolt
arctic lion
stone stirrup
#

@dense swift тебя приглашают

dense swift
#

Message failed to delete

austere tendon
#

hey is there maybe planin to be multiplayer in G.A.M.M.A ?

#

am just askin it would be just 10/10

dense swift
supple sphinx
#

Привет всем

arctic lion
#

i gotchu nameless dude. dm'd

mossy owl
#

Hello ! I can't open my PDA. I change keybind, can open 2/3 times only.. someone know this bug? thx

polar lintel
#

bpatch is like dltx?

carmine narwhal
#

From what I'm reading about DLTX sounds like it. Basically with the way CFG files work, if you a struct, and then a mod has that same struct with {bpatch}, it will modify that struct with whatever the mod changes, and you can do nested bpatch to partially modify nested structs.

#

And if you leave bpatch off a nested struct it will overwrite it.

frosty atlas
#

C Consciousness Grass

dense swift
short hull
#

Porting C con grass to stalker2 to make it look worse 🔥 🔥 🔥 🔥

grave jetty
#

Is there a mod that requires bringing back the patch of the stalker that you contract killed?

#

to complete the task

unique hull
#

Just tell in human language your LLM to make a quest for you and give it a scenario. It'll figure out the rest of the steps

#

basically, to start, you need to get a Trial / Free account at https://chatgpt.com/ or claude. Install their chat tool: Codex for chatgpt and Claude Code for claude. Run it in some working folder. Give it a link 'https://www.npmjs.com/package/s2cfgtojson ' and tell install all the tools you need. I want to create a quest using a quest skill in s2cfgtojson, here is a scenario: '...' start with planning and writing quest readme.

#

It'll ask you for GameLite folder path or SDK installation path

#

feel free to ask any questions

devout lodge
unique hull
devout lodge
unique hull
#

It’s fully working, tho it lacks text and localization as there are no official tools for that

devout lodge
unique hull
#

nexus mods do it so you have to merge, basically gatekeeping any smaller mods from getting localized

#

I don’t participate in nexus mod community so have to wait on official tools

devout lodge
young totem
#

Anyone made the SHAK-12 or RSH-12 Rifle and Revolver yet?

#

If not, I might consider making my own versions for personal use.

stuck furnace
#

fs not the place for help but cant find anything else anyone know how to fix this

sullen kayak
#

usually turning it off

#

saving

#

and a restart would work for me

stuck furnace
stuck furnace
cedar bone
#

Yo, I've got a general question, what's the current status of the zone kit? I remember it released half a year ago but in Phase 1. Has it been feature complete since?

lean oar
#

No

static swallow
#

OK, possibly has an obvious answer, but I can't find it so here goes - how do I move the OXA PDA from the OXA mod for STALKER 2 to another spot on the screen?

carmine narwhal
#

Click the PDA (might have to be where the little d pad is on it) and use the arrow keys to move it around.

static swallow
static swallow
#

OOOOH, you meant the arrow keys on the keyboard...

#

why didn't I think of that...

weak cape
#

hi guys i need help creating a localization to add 3 new guns to stalker 2. 2 shotguns and a pistol. with custom lore friendly names "Martha FS-9, X3 SUPER-12 AND CHASER 13" however when using the required tools such as localization utility and the unrealrezen i get errors and crashes when trying to create the localization. then when i figured out the crashing. the localization was corrupting upon creation leading to no change ingame. if anyone has the knowledge of creating a proper localization with no issues i need the know how

#

i asked on the official server but i got no response for days now

arctic lion
dapper stratus
#

Can you run stalker 2 on the steam deck?

versed galleon
#

Yoo

versed galleon
dense swift
summer silo
# dapper stratus Can you run stalker 2 on the steam deck?

▶ If you liked the video, support me with a comment, like and subscription :)
▶ Become a channel member and support me differently
https://www.youtube.com/channel/UCV-_qDReGre8oFR_AGkB2gA/join

▶ my other channels:
▶ FreddysUnboxing (Unboxings)
https://www.youtube.com/@FreddysUnboxingDeutsch

▶ EzFreddy (Gameplays)
https://www.youtub...

▶ Play video
#

But I don't see this as very playable kekw

lean oar
#

Brother wtf are you doing

versed galleon
#

I don’t know

dense swift
#

I'm going to start deleting your messages since you can't seem to post in the appropriate channels

stiff basalt
#

Help me out, because I can't seem to find one... Is there a mod with a wristwatch (with a compass, maybe?)? Pretty annoying to pull out the PDA just to check the time of day.

spare lagoon
summer silo
stiff basalt
#

Thx!

karmic osprey
#

i see it possible

dapper stratus
#

I've seen it run actually

#

It'd not bad but I don't know how to install it

#

Do you have a steam deck ceyo?

dapper stratus
karmic osprey
arctic lion
#

if the game wasn't so massive i'd download it to my red magic 11 pro

#

thing is a beast

alpine orchid
#

OMG CAMERAAAAaaAaAAA

#

damn fucking bots manLOL

leaden dagger
#

Thanks

edgy karma
#

how far away is a magazines mod

#

in terms of modding capability

#

i played s2 at release and people said it wasnt possible yet, wondering if it is now

summer silo
#

I'd wait for mod tools to develop further.
According to behind the scenes talks future tools will open up some nice possibilities

#

Like currently some modders figured out how to add base building, body temp and basic survival needs to go along hunger.

#

We got gestures that let you point, give a thumbs up or thumbs down in game and lower your gun.
Free look to look around while walking
Etc

#

Its slowly getting more complex but there are still some limitations that need to be solved

sterile falconBOT
#

kekpoint @stable fable (pikyes) has been banned for reason: spambot

#

kekpoint @whole nimbus (lildez0) has been banned for reason: spambot

hallow quail
#

replace Ward into PSF camo

fervent stratus
#

already quite possible in phase 1

summer silo
fervent stratus
summer silo
#

Yeah that's what they asked for kekw

fervent stratus
#

ohhh

#

hahahah

#

igot no idea why my brain thought that pic was the right response wth

#

anyways yeah that one is harder

#

the main issue is we cant get some player data properly atm like speed etc but also gun in hand and the ammo it has in mag

#

so i dont see a feasible way to mod that in without some crazy gymnastics

stiff basalt
#

Thx for everything,you modders have done so far! I'm not sure if had kept playing without mods.

#

I've heard the next patch might include changes to the A Life system which make it necessary for corresponding mods to be updated. Really curious about the changes and the whole changelog!

summer silo
fervent stratus
#

there are ways to check for equiped items and stuff but its not the right way

vital heart
#

I've been out of the loop a long time due to chronic illness fuckery.

Are there any big innovations or discoveries I should know about?

twilit compass
#

Someone that knows how to extract icons with fmodel can send me the NVG'S Icons?

hazy ivy
mighty rapids
worn basin
#

Could the issues with weapons falling through terrain and burers & poltergeists noclipping objects be fixed by a mod? (Now that GDC seems to be postponing fixes until the singularity)

unique hull
#

it's the engine optimisation

vocal onyx
#

does anyone know what rifle clik is using in this video is from

dense swift
#

Ask him?

#

Also this is STALKER 2 Heart of Chornobyl mod making discussion, not GAMMA
Still, ask him in the comment section

vocal onyx
#

my bad

vocal onyx
dense swift
#

In the comments of the video, man

outer sonnet
#

Can somebody help me with pathing outdated in some aspects mod to newer version and for personal use?

It have nice mechanic to toggle compass to visible when holding alt but cause that's toggle hud mod it breaks pda for 21:9 screen.

I already found how to do things i want to do but have difficulties to make .utoc file to bring my additions back to mod state again.

desert valve
#

Hi party people, can someone supply me with all the config files of OXA?

#

i have been asked to make my mod compatible but i cant for the life of me "decrypt" that thing and it seems i forgot everything about stalker 2 modding

hazy ivy
#

PrototypeZ contains the .cfg files, X and Y are blueprints/assets

desert valve
#

i cant follow sry

#

i got as far as opening it in fmodel but as far as i remember all files were empty

random terrace
#

There's this SendSignal node in Zalesie_Hub.cfg, Zalesie_Hub_SendSignal_BP_Bed_OnBed_zalesie.ReceiverInteractOff, that turns the original bed next to Hamster's shop off. The SignalReceiverGuid is 426C365945FB9C2DEA1B318D195BE468.

Anyone has ideas on what's the SignalReceiverGuid for turning the bed interactions back on? Or how should I look for such information?

#

Looked for all nodes and there's none for turning the bed back on, pressumably because the vanilla game doesn't have to.

tired knoll
#

anyone can help me`?

random terrace
#

This is for Stalker 2 not anomaly. That said you should look into the logs there’s more information there

tired knoll
#

where do i find the logs ?

#

i started anomaly though

random terrace
#

It’s under Anomaly root directory/appdata/logs iirc

#

You should ask in gamma support if you are just playing instead of modding. Again, this thread is for Stalker 2.

tired knoll
#

ah okay ye sry

honest mountain
fervent stratus
honest mountain
#

but you can't change and save it as far as I know, right?

fervent stratus
#

not world edit

arctic drift
random terrace
fervent stratus
#

look at the guid of the component that receives the signal

#

the script file uses the guid of the component that receives it

#

which in this case is the guid under details of the receiver component

#

so click on the component on left side and see its details right side

random terrace
#

I am looking at BP_Bed which is the base class of all other bed. I think I should look for the specific bed in Zalissya for which I have a hard time locating

#

oh nvm. I forgot that I need to click on the components in the list

#

But the GUIDs are all zeros for all of these components

random terrace
fervent stratus
#

load the world partition of that bed

#

find that bed

#

look at the guid there

random terrace
random terrace
#

The bed is interactable again 🥳

rugged compass
#

How big is the Stalker 2 SDK?

lean oar
#

700GB