Add the game in the Vortex "Games" tab. You have to include the periods when searching "S.T.A.L.K.E.R. 2". Or it will be near the top of the list when sorting games by "Most Recent".
This game does not support symlinks. You must have the mod staging folder and the game on the same drive to use this extension.
UE4SS LogicMod (Blueprint) Mod Authors - You MUST include a "LogicMods" folder above your .pak file in order for this extension to install the mod to the correct location. Without this, there is no way to differentiate between LogicMod paks and regular pak mods.
If you are using the Simple Mod Merger tool, you need to use the Purge Mods function in Vortex after each game update, then Deploy Mods and run the Merger tool again. This is necessary to remove the previous merged pak mod and delete the extracted game files so that they can be refreshed for the new game version.
The mods will probably also need to be updated for the new game version as well. If you try to merge outdated mods with new base game config files, you may get errors and/or lots of conflicts to manually resolve in KDiff3 when merging.
============================================== Epic versions will not be automatically discovered or launch the game properly until I receive some information that is only available after installation.
Please follow this guide and let me know the Epic Games ID (AppName).
I'm having trouble getting the update to actually update. So, I'll hit the download button, it says I need Vortex but I already have it so I hit continue, it says to open Vortex, I do then I get a Browse Extensions pop up which says on it I have the extension installed but when I look at the extensions tab on Vortex it says its still not updated.
Is there something I'm just doing wrong, is there a step I'm missing or is it something else?
The latest version broke my game completely Can't even fix it with "verify and repair".. I have to uninstall and download all over again... LoginId:878189f04602e252654322a626dc2953 EpicAccountId: LowLevelFatalError [File:D:\STALKER2\s2editor\Engine\Source\Runtime\RenderCore\Private\GlobalShader.cpp] [Line: 878] Could not load section 0 (of 387) of the global shadermap. Stalker2_WinGDK_Shipping Stalker2_WinGDK_Shipping Stalker2_WinGDK_Shipping Stalker2_WinGDK_Shipping Stalker2_WinGDK_Shipping Stalker2_WinGDK_Shipping Stalker2_WinGDK_Shipping kernel32 ntdll
While installing the Vortex Extension, I encountered the error message: 'Error: Cannot find module "string-template".' I'm trying to figure out what might be causing this issue. Any insights?
Is there any way you could implement a save file forcing itself to install to the root level saves folder instead of being platform dependent.
i.e. AppData\Local\Stalker2\Saved\SaveGames instead of AppData\Local\Stalker2\Saved\STEAM\SaveGames if on Steam.
The SimpleModLoader and blueprint mods that use it save data to a .sav file in this root folder. I'm planning an update to my balancing mod and would love if the flashlight preset I'm going to include would install through Vortex as well.
I can't install to the LocalAppData folder through the extension because symlinks are not supported. This is because this game uses UE IOStore feature (with the .ucas and .utoc files along with .pak), which doesn't work with symlinks.
That means that if I enabled the installers for config and saves, users would not be able to use the extension unless their game was installed on their main Windows OS C: drive. Many users install games to secondary drives, so this is not feasible.
If you are adventurous, you can uncomment the sections of the extension code to re-enable those mod types and installers for config and saves.
Are we sure that the engine takes into account folder names for mod load order? After some testing and research on my end it seems to only take into account file names
That doesnt seem to be the case. I have two mods that overwrite the same file. Mod A is in Folder AAC and the file name ends with 2_P.pak Mod B is in Folder AAD and the file name ends with 1_P.pak The game still loads Mod A after Mod B which is not what the folder order is, However if i edit Mod B's number to be higher than 2 then the load order works as expected. Maybe i have something conflicting with the way the load order normally works idk
Im not actually certain its just from my testing because my modified mod would refuse to load after. Just test any mod that change the same file. In my case however i was using groks economy mod as Mod A and a modified version of groks economy with cheaper ammo (DifficultyPrototypes.cfg) as Mod B
So, a few things on that mod. 1. It has not been updated for new game versions. And the config files it changes have definitely been updated since the mod was. This can cause all sorts of problems in your game. 2. Have you run the Merger tool? It should resolve these kind of conflicts in configuration files. 3. You need to re-deploy when changing the load order. Vortex should be notifying you of this.
I did test with an easily visually verifiable mod (Red Shells) and found the opposite of what you stated.
Red Shells: pakchunk200-RedShells_P.pak Black Shells: pakchunk200-BlackShells_P.pak
However, I always ended up with Black shells, no matter which order I loaded the mods in, but B is obviously before R alphanumerically. This may be idiosyncratic to this type of mod, or it could be some other way this game is loading the pak files. I will see if I can get to the bottom of what's happening there.
UE5 completely ignores alphabetical load order if numbers start appearing at the end of the file name it seems. What happens if you try with _1 and _2 at the end. I didn't run the merger tool cuz i specifically want the second mod to completely overwrite the first mod in this case. I did redeploy every time and checked that the folder names were correct and they indeed were. And yes i didnt notice that mod was brokenish. However the price changes did reflect properly in my case
Got simple mod merger auto installed, looks for a "pakchunk0-Windows.pak" that my game doesn't have (game pass version) and errors multiple times while doing nothing (naturally).
Edit: Pretty sure the equivalent for gamepass is "pakchunk0-WinGDK.pak"
Remove the mod from your mod list and then restart Vortex to download it again. If still an issue, report on the mod author's page. That should be fixed after v1.4.5
The latest version should be fully working now for Game Pass. Just remove the Merge tool from your mod list and restart Vortex to redownload. Then check for updates in Vortex to grab the latest version
Vortex itself handles mod purging. I don't have any hooks into purging in this extension. I have also noticed on Vortex v1.13.2 that purging seems to take longer now. This is happening on all games. I am not sure what is happening during the long pause.
Mine takes about 39 seconds to purge with only like 12 mods installed. But most of that time the progress bar is not moving.
Wasn't aware that it happens on all games, I only use vortex for Stalker 2 right now. I guess we'll just have to wait for a Vortex update in that case :) Thanks for letting me know and the suuuuper quick response! :)
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I have the same amount mods in it took me around 37 seconds to purge.
116 comments
This game does not support symlinks. You must have the mod staging folder and the game on the same drive to use this extension.
UE4SS LogicMod (Blueprint) Mod Authors - You MUST include a "LogicMods" folder above your .pak file in order for this extension to install the mod to the correct location. Without this, there is no way to differentiate between LogicMod paks and regular pak mods.
The mods will probably also need to be updated for the new game version as well. If you try to merge outdated mods with new base game config files, you may get errors and/or lots of conflicts to manually resolve in KDiff3 when merging.
Epic versions will not be automatically discovered or launch the game properly until I receive some information that is only available after installation.
Please follow this guide and let me know the Epic Games ID (AppName).
Library Information for Epic Games Store and Steam | Jayden’s Blog
==============================================
Is there something I'm just doing wrong, is there a step I'm missing or is it something else?
Thanks for the help man :)
Can't even fix it with "verify and repair"..
I have to uninstall and download all over again...
LoginId:878189f04602e252654322a626dc2953
EpicAccountId:
LowLevelFatalError [File:D:\STALKER2\s2editor\Engine\Source\Runtime\RenderCore\Private\GlobalShader.cpp] [Line: 878] Could not load section 0 (of 387) of the global shadermap.
Stalker2_WinGDK_Shipping
Stalker2_WinGDK_Shipping
Stalker2_WinGDK_Shipping
Stalker2_WinGDK_Shipping
Stalker2_WinGDK_Shipping
Stalker2_WinGDK_Shipping
Stalker2_WinGDK_Shipping
kernel32
ntdll
The crash is related to shaders. Are you using a mod to skip shader warmup? That is not recommended.
The second I installed the new 1.5.8 simple mood Merger my game got fucked.
That's before the new S.M.M
Also, the Vortex version latest of the merger tool is 1.4.9. You should only be using the Vortex version.
Just wanted to put it out there for the creator to see and fix if he wants too.
Again, you should only be using the "For Vortex" version of the merger tool if you are using Vortex.
Try reinstalling Vortex.
i.e. AppData\Local\Stalker2\Saved\SaveGames instead of AppData\Local\Stalker2\Saved\STEAM\SaveGames if on Steam.
The SimpleModLoader and blueprint mods that use it save data to a .sav file in this root folder. I'm planning an update to my balancing mod and would love if the flashlight preset I'm going to include would install through Vortex as well.
That means that if I enabled the installers for config and saves, users would not be able to use the extension unless their game was installed on their main Windows OS C: drive. Many users install games to secondary drives, so this is not feasible.
If you are adventurous, you can uncomment the sections of the extension code to re-enable those mod types and installers for config and saves.
There are exceptions, like obviously the "~mods" folder loads after the base game files.
Mod A is in Folder AAC and the file name ends with 2_P.pak
Mod B is in Folder AAD and the file name ends with 1_P.pak
The game still loads Mod A after Mod B which is not what the folder order is, However if i edit Mod B's number to be higher than 2 then the load order works as expected.
Maybe i have something conflicting with the way the load order normally works idk
1. It has not been updated for new game versions. And the config files it changes have definitely been updated since the mod was. This can cause all sorts of problems in your game.
2. Have you run the Merger tool? It should resolve these kind of conflicts in configuration files.
3. You need to re-deploy when changing the load order. Vortex should be notifying you of this.
I did test with an easily visually verifiable mod (Red Shells) and found the opposite of what you stated.
Red Shells: pakchunk200-RedShells_P.pak
Black Shells: pakchunk200-BlackShells_P.pak
However, I always ended up with Black shells, no matter which order I loaded the mods in, but B is obviously before R alphanumerically. This may be idiosyncratic to this type of mod, or it could be some other way this game is loading the pak files. I will see if I can get to the bottom of what's happening there.
Edit: Pretty sure the equivalent for gamepass is "pakchunk0-WinGDK.pak"
All my mods are working without this, so I'll just not use it.
Purging mods takes a freakin eternity now, but i have no idea if it's vortex or the extension.. Both have been updated recently :/
Mine takes about 39 seconds to purge with only like 12 mods installed. But most of that time the progress bar is not moving.
Thanks for letting me know and the suuuuper quick response! :)
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I have the same amount mods in it took me around 37 seconds to purge.