A Hardcore and realistic Zone Overhaul with many quality of life and gameplay changes making the game more immersive and hard so you can feel the tension of surviving in Zone everyday. it's for people that want more realistic and harder than vanilla experience while keeping it reasonable and not spawning enemies in your face every 30 seconds.
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Author notes
This author has not provided any additional notes regarding file permissions
File credits
Special thanks to these people for their mods and contribution to Stalker 2 modding: ConnerRia (Pillhead use license: https://creativecommons.org/licenses/by-sa/4.0/) infsolv TechPriestSL Shaytech felicheat Zivaka 1Armageddon1 AniHVX TheRealMaklane OxideX8 LetsWoolgather Xarabo linxz1 somberX mrbohachov TheCordisDie Kellingering P40L0X suunnnnn JustAddPete StalkerBoss Zeddoth
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Changelogs
Version 1.6.1
Stalker 1.3 Compability Update
Re exported all 1.6 world placed items from new 1.3 update with their updated .cfgs and added the new ones from 1.3 Adjusted the item spawns from 1.6 values to new values: Changes to Static loot on ground: Removed 70% of Vodka; Bandages; Medkits; canned food; Removed 65% of Bread; Sausage; Milk; ground spawned items Removed 80% of static placed Energetic drinks Removed 85% of static placed AntiRad Removed 82% of static placed grenades Reduced ammo boxes ammo quanity to 70% of original Value (except for APG7V)
New OXA 2.1.2 Armor Repair kits update and compability:
Added Oxa Armor repair kits to technicians based on their respective tiers
added them to npc item generator with tiers based on the rank you have
Removed old repair kits from world loot generation (not from game to avoid save crashes etc.)
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Water stamina regeneration nerf
Higher running stamina consumption
bandages slight nerf
beer vodka worse stamina and longer effects
changed ui value rounding to 2
small camera changes to let you see more of character body
controller: much lower strike protection and no more weapon aim blocking(sway still there)
BoneDamageCoefficients added: 1.5x dmg for head 1.0 for torso 0.9 for limbs
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Removed Maklane's No Aimbot Npcs: No longer needed in my opinion as it makes them miss too much but if you wish you can download it without compability issues
Version 1.6
This is a big update now editing 3441 files with a lot of changes and requires new save to see most of them
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New Saving system:
Now you can only save near campfires. and Fire Barrels.There are total of 355 campfires and barrels on map near which you can save the game.Currently it does not require any items to light them.You will easily notice the campfires/barrels.
To activate it use command
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XStartQuestBySID CampfireSave
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The auto activation of this mechanic will be added soon in next update.Also If you are stuck and experience any problems and need to save use XEndQuestBySID CampfireSave
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Adjusted one-time-buy new equipement prices and spawns so they are harder to get and progress with player rank
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General Mutant overhaul to damage speed health and some abilities of mutants
added unique mutant hides with unique effects attached into artifact slot with spawn % values:
flesh: 1%
boar: 1%
pseudogiant: 5%
burer: 5%
pseudodog: 4%
chimera:3.5%
bloodsucker: 3%
cat: 3%
deer: 8.5%
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slightly reduced hunger gain
slightly reduced sleepiness gain
Improved recoil to not be so unrealistic
added slight anti-radiation value to medkit
removed bigger day length due to some problems: Use Feliche's Real Longer Days 1:1 4x Version
lowered fmj bullet armor piercing capability to require use of better ammo later in game
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Updated OXA to new version: Use UE4SS or Simplemodloader and install only his 3 OXA0X files:
old gun repair kits stays to avoid save crashes but removed all old gun cleaning kits from worlditemgenerator replaced by oxa ones
nvgs are rewards as quest/mission completion instead of money:
t1: E03_MQ05 - "The Price Goes Up" as reward for searching old diode workshop
t2: E06_MQ04 - "To the Last Drop of Blood" / E06_MQ03 - "Law and Order" - After completing sirca for both sides
t3: E09_MQ01 - "Visions of Truth" after finishing malachite X17 lab
new oxa equipement avaiable at technicians/traders
oxa gun cleaning kit available at traders/technicians/npc body loot
weaponmaintanenacekits only available through stashes with low chances
The armor repair kits are still in the game and will be replaced by OXA after their update
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World Placed loot complete Overhaul:
All Weapons and armor on ground will now have random durability from 8% to 22%
all quest armor and weapons from quests rewards will now have random durability from 8% to 22%
All dlc journalist armor has lower overall durability to avoid making it very op but keep it in game because you paid for it
All Dlc journalist armor and guns durability in stashes is random from 8 to 22% instead of 100%
Changes to Static Consumables: Removed 70% of Vodka; Bandages; Medkits; AntiRad; ground spawned items
Changes to Static Consumables: Removed 50% of Bread; CannedFood; Sausage; Milk; ground spawned items
Removed 65% of static placed Energetic drinks
Removed 70% of static placed grenades
Replaced 40% of Deleted Bandages and Medkits spawns to Ibuprofen and Yadulin
Lowered the static ground ammo boxes value to 40-50% of original Value (except for APG7V)
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Added voice modulation to skif when wearing gasmask/ glass helmet: For it to work you need to :
Open Your AppliedSettings.cfg file located in AppData\Local\Stalker2\Saved\GameSettings and change VoiceModulatorsAffectPlayer = false to VoiceModulatorsAffectPlayer = true
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There are the most important and noticeable changes in this update.Its gonna be a lot harder now.
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Version 1.5.1.1
fixed some missing artifact prices
Version 1.5.1
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Included Shay's - Talk and Trade To Anyone (TTTA) and Shay's - Roaming Professions - Expanded Trade Inventory
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New Fubar update with most noticeable changes to recoil; enemy accuracy; shot dispersion
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Added Lore Accurate Controllers by Xarabo/Sivol; patched to 1.2.1.They will be much harder enemies now
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Added initialiation code to sleeping bags- you no longer need to use any console commands- the sleeping bag mechanics will work after first in game emission
adjusted sleeping bag sleeping time
adjusted economy/prices
adjusted artifacts prices + made it compatible with LINXZ1 A.R.T - Artifacts Reforged and Transformed with prices balanced to my mod which is very much advised to use.Download it from his page and don't change the load order.
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Now only technicians can buy weapons and armor(only above 90%); The higher tier the technician is the more he will pay
For reference T1 technician will pay 10%; T2 technician will pay 12%;T3 technician will pay 14%;T4 technician will pay 16%;T5 technician will pay 18% And RostokTechnician will pay 25% (There are much more calculations to all item prices so the 10% etc. wont be from what in game stat card shows you;)
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Lowered consumable items spam in stashes->requires new save to work 100%(you don't need but might not see changes)
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Fixed crashing
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Version 1.5
Removed standard file version as there were too many changes overall and it would not work as intended
Newly Implemented:
Pillhead
Factions Patches
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Adjusted purchase prices of all repair kits and extended equipement items from ridiculously high to normal prices
Added All Pillhead medicine; faction patches; repair kits to dynamic world loot generation and adjusted the spawn values to match the item quality: the better the item the rarer it is to spawn
Adjusted Pillhead consumable effects such as sleepiness points reduction or gain etc. to fit in
Now you can use extended equipement items such as backpacks on your head gear slot(the game doesn't allow us to add new slots yet)
re adjusted protection values of new equipement
One times process in order to activate sleeping bag for your playthrough: use below command in UETools Developer Console
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XStartQuestBySID SleepingBagMechanics
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(if you use it without doing it nothing will happen except for wasting it and having 'bandgaging' animation)
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Increased the numbers of random barman quests to choose
reduced random barman quests reset time to 2 in game hours since random npcs cannot give you quests and you have to only depend on some barman traders
Greatly Increased side + random missions reward
Trader will now only buy weapons above 60% durability
improved stock at traders
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reduced amount of dynamic generated loot in world especially consumables since there was too many of them..Same for grenades and some more things
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Adjusted Mutant spawns with the difficulty scaling curve according to player rank so the higher player rank the more enemies can spawn with obvious limits to not make it dumb
Experienced rank will activate PseudoDog; Burer
Veteran will activate chimera; pesudogiant and deer
Master doesn't add anything new but increases some spawn quanity
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Many other General changes of difficulty game balance and fixes
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Version 1.4.0.1
fixed missing line
Version 1.4
overall update to 1.2.1
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FULL Overhaul version:
Lowered overall durability of weapons and armor but introduced Extended Equipment + Technicians rework + Repair Kit Bundle so now there are different ways to repair your items and some additional equipement like backpacks etc.
Now you can also encounter every mutant in the wild just like in GAMMA.When AI npcs kill some mutants they will often loot their parts. The spawnrates are little bit nerfed and there will be more adjustements if the world feels too empty.
Removed unrealistic medkits sfx and crouch vfx
slightly lower overall damage from weapons from both players and npcs
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Version 1.3.2
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Zone Overhaul:
lavina and vintar damage and armor piercing buff
higher overall durability of all guns
more side effects to higher bleeding such as:
worse aiming ;slower reloading; lower stamina regen effect at high values(above 69)
slihtly lower movement speed at very high values(above 84)
now you cannot regenerate your health when bleeding.You need to bandage your wounds first before you can heal.
slightly higer ammo sell prices(selling to traders) to avoid it having value of 0 (might or might not work yet for all ammo types)
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oxa update
maklane update
Version 1.3.1
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Zone overhaul:
bleeding changes:
Bleeding Damage Tied to Movement Speed and Actions:
Bleeding damage now depends on your movement speed and bleeding severity.
Bleeding Points < 40: Damage only applies when sprinting (holding Shift).
Bleeding Points > 40: Damage occurs when running (holding W) or sprinting, depending on speed:
2 examples:
------ If you got hit and have: Max bleeding (100 points): No damage while idle, crouching, walking, or crawling.
Running deals 50% of max bleeding damage (~5.5 HP).
Sprinting deals max bleeding damage (~10.5 HP).
All movement speed that is inbetween is adjusted automatically so if you are overweight and sprinting and u are moving at for example 650 units then damage will be around 9.15hp
Damage adjusts dynamically based on factors like weight penalties that reduce sprint speed.
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------ If you got hit and have 40 Bleeding Points : No damage while idle, crouching, walking, or running; damage starts only during sprinting.
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All damage scales automatically between minimum and maximum values based on your bleeding level and movement speed.
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Zone Overhaul Full:
added Zoom Scope and Optic Black Ring Removal by 1Armageddon1
Updated OXA
Updated NPC Combat Overhaul
Version 1.3
Zone Overhaul:
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Much lowered ammo from destructible crates and some other objects.You will stil have tons of it because of how devs placed tons of ammo on ground in every place.
bloodsucker Jump aoe reduced
water now gives very small reduction to sleepiness points
shay a life update:bigger human+slightly bigger mutant size:+ u can also encounter snork/car/deer/poltergeist in the wild.Later in game you can encounter more of them (max2/3 depending on creature)
medkit now heals some bleeding instantly so u have more time to stop the bleeding with bandages(you can fully stop bleeding with around 4-5 medkits but remember it increases your sleepiness )
bleeding damage curve slightly reduced.If u got hit some times and have max bleeding you should first use medkit-> then apply bandages
sleepiness gain slightly decreased from medical items as to not be too sleepy during main mission fights where you have to heal a lot
Updated to OXA 1.7.2
Medical items now give little bit less sleepiness points
-water also now reduces (1) sleeping point
Medkits duration sligthly reduced means they regenerate hp bit quicker
+ all other changes from 1.2.0
removed full Engine.ini: now i only recommend using Ultra Plus which definitely gives best graphic quality that i've seen.
Zone Overhaul: beta testing new changes including new bleeding overhaul and ammunition loot decrease
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Now all enemy npc's have a chance to give you bleeding which is adequate to the gun they are using. And depending on ammo type different multipliers of bleeding points value: HP(Expansive): 1.4x to 1.6x AP(armor piercing): 0.8x to 1.0x FMJ(regular):1.0x SS(flat):0.8x
For example : (obviously depending on ammo type thes values can range from 0.8x to 1.6x of bleeding points)
being hit with udp has a 18% chance to give you 25 bleeding points
being hit with AKM-74S has a 50% chance to give you 40 bleeding points
being hit with svd has a 78% chance to give you 75 bleeding points
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Now depending on how wounded you are and how much are you bleeding you might need to use 1-5 bandages to heal.
Bleeding damage is strongly decreased so you dont die in 0.5 second after you started bleeding.
When you are max wounded you start losing 13.8 health points/s but applying the bandage will reduce the bleeding damage rate to lower values which creates effect of slowly getting bandaged up and losing less and less blood untill you finally patch up yourself and dont bleed anymore.
Now mutants depending on their abilities and their design apply more bleeding with more chance the bigger ones like boars/fleshes etc. will have a small chance to give small amount of bleeding while cats or bloodsuckers with their cut abilities will have bigger chances to give bigger bleeding.
Bandages will now be crucial and without them you will die.Bleeding doesnt just stop if you wait it out.
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severely decreased ammo drops from everything so there won't be that unrealistic effect when you have thousands of bullets after leaving Garbage
You will need to use what you have and adapt.
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Fixed snorks no longer one shoting you with their jump attack
Version 1.2.2
Zone Overhaul:
fixed medical items not correctly giving sleepiness points to player
energy drinks give even less sleepiness points decrease.There are so many of them even with such low loot that now you have a reason to use them instead of keeping 300 drinks in your stash
enrgy drinks give less stamina regeneration.Before it was way too high.now you have a reason to use them instead of keeping 300 drinks in your stash
medkits heal less hp per use.now you have a reason to use them instead of keeping 300 medkits in your stash
bandages heal less bleeding so depending on how wounded you are you might need to use more bandages
no fov zoom when aiming with gun sights
repair cost lowered when in friendly relation (green icons)
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Full Engine file:
Added customizable options to choose from depending on your amount of ram/Vram to avoid performance issues on different setups.
Version 1.2.1
fixed blood decals being too small and too rare
Version 1.2
Introduced felicheat's Dynamic Weather Overhaul (only in FULL overhaul file)
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Zone Overhaul:
Drastically less loot in bodies stashes boxes
Drastically higher bleeding which can kill you quickly
Adjusted A-Life spawn values
Improved longevity and lifespan of various objects, bodies, bolts, blood and wound decals
Sleep mechanics adjusted:
more sleepiness gain over time
medkits alcohol and pills make you more sleepy/tired
Higher penalty for reloading aiming and bleeding regeneration when tired/sleepy
Energy drinks provide less sleepiness reduction
slightly higher mutant loot prices to compensate for economy
All actions such as walking running or crouching consume stamina
Lower vaulting/meele stamina drain
Slightly faster hunger drain
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Engine FULL
added binaural audio
improved compatibility across different hardware configurations
Version 1.1.1
Zone overahul:
-fixed npc shotgun sniping at long ranges
-updated to Maklanes Better gunfights 2.4.1
-slightly higher player gun damage
-slightly lower NPC gun damage
-higher mutant damage
-slightly lower gun and armor durability
-slightly higher artifact cost
-slightly lowered exlosives radius
Engine FULL:
-improved performance
-fixed some artifacts and visual glitches
VValkar Hardcore Realistic Zone Overhaul v1.6.1 Compatible with Stalker 2 v1.3 Now Editing 3600+ Files
Read Changelog for changes
A Hardcore and realistic Zone Overhaul with many quality of life and gameplay changes making the game more immersive and hard so you can feel the tension of surviving in Zone everyday.it's for people that want more realistic and harder than vanilla experience while keeping it reasonable and not spawning enemies in your face every 30 seconds.
All the changes and features in the mod I do manually by myself. Big Thanks to all the people featured on the bottom or in permissions for their contribution to stalker 2 modding and making the game better for the commmunity
This Zone Overhaul is meant to be played onVeteran Difficulty It is strongly advised to only use this mod on new saves (but if you really want you can add it to existing save on your own risk)
Warning: Since there are many items added; removing it mid save can cause many bugs errors or corrupt your save file
What does it do? It tries to make the game much more hard and realistic
These are most of the features in the mod:
Difficulty and Economy:
much higher buy prices from traders
higher upgrade cost
slightly higher repair cost
lower sell prices on all items
higher sell prices on artifacts
much higher reward from side quests
Increased number of side quests available from barman traders to 5
Reduced waiting time for side quests refresh to 2 in game hours
higher artifacts spawn rate
adjusted artifacts prices which make it compatible with LINXZ1 A.R.T which is very much advised to use
repair cost is now 0.5x for friendly bases (green icon) so it's much better to upgrade a weapon and stick to repairing it in friendly bases
Now only technicians can buy weapons and armor(only above 90%); The higher tier the technician is the more he will pay
For reference T1 technician will pay 10%; T2 technician will pay 12%;T3 technician will pay 14%;T4 technician will pay 16%;T5 technician will pay 18% And RostokTechnician will play 25% (There are much more calculations to all item prices so the 10% etc. wont be from what in game stat card shows you;)
Bartender and technicians have overall worse sell prices than gun/armor traders
New Saving system:
Now you can only save near campfires and Fire Barrels.There are total of 355 campfires and barrels on map near which you can save the game.Currently it does not require any items to light them.You will easily notice the campfires/barrels. For now you need to use XStartQuestBySID CampfireSave command to activate this mechanic.If you wish to disable it use XEndQuestBySID CampfireSave
Mutant rebalance:
You can encounter every mutant in the wild and their quanity is based on your rank and experience:
Mutant spawns are dependand on your level; the more experienced you get the more mutans spawn and new kind start spawning :
Experienced rank will activate PseudoDog; Burer spawns
Veteran will activate chimera; pesudogiant and deer spawns
Master doesn't add anything new but increases some spawn quanity
Mutants rebalanced making them less tanky but more agile and dangerous.Different species are now adjusted according to their nature So for example bloodsuckers and cats are less tanky and cause high bleeding damage while fleshes and boars have more health but are weaker and snorks deal bigger damage but are also less tanky.
General Mutant changes to damage speed health cooldowns and some abilities of mutants
added unique mutant hides with unique effects attached into artifact slot with low spawn % values:
Mutant Loot Adds loot from mutants which you can sell;The NPC ai can also loot the mutant parts
Drastically Less Loot in the world, requiring you at times to depend on vendors and med
All Weapons and armor on ground will now have random durability from 8% to 22%
All quest armor and weapons from quests rewards will now have random durability from 8% to 22%
All dlc journalist armor has lower overall durability to avoid making it very op but keep it in game because you paid for it
All Dlc journalist armor and guns durability in stashes is random from 8 to 22% instead of 100%
Changes to Static loot on ground:
Removed 70% of Vodka; Bandages; Medkits; canned food;
Removed 65% of Bread; Sausage; Milk; ground spawned items
Removed 80% of static placed Energetic drinks
Removed 85% of static placed AntiRad
Removed 82% of static placed grenades
Reduced ammo boxes ammo quanity to 70% of original Value (except for APG7V)
Replaced 40% of Deleted Bandages and Medkits spawns to Ibuprofen and Yadulin
much less ammo and medical supplies and grenades from crates
much less consumables and items from dynamic loot generation
Factions Patch: Now killing npc will generate their faction patch in their loot inventory which you can collect or sell
Technicians rework Adds Trading ability with techinicians which have acces to all new Equipement and repair kits based on tier and rank
Extended Equipment with re adjusted protection values of new equipement.Adds new equipement such as backpacks armor plates ghillie suits etc. You can buy them at technicians.Some of them go either into head slot or artifact slot.
The new equipement can be improved and upgraded at technicians
Sleeping bag is available to buy at technician but it will only start working after 1st in game emission
Allows you to repair your weapon with cleaning kits which you can buy at technician or find in the world and help of maintenance kits which are rare stash loot;
Allows you to repair your Armor with their respective repair kits available at technicians/ as npc loot based on tier/rank
NVGs that are obtained through story mission progression as a quest reward instead of money (t1: The Price Goes Up) (t2: To the Last Drop of Blood" / "Law and Order") (t3: Visions of Truth). If you already completed the missions before It was added use commands to spawn them from OXA Page.
Adds even more new unique equipement available at stashes and technicians based on tier/rank
All consumables have advantages and disadvantages such as sleepiness gain/radiation gain/dizziness etc.
You can meet different stalkers in the World who can trade medical supplies in case you run out of them
Adjusted Pillhead consumable effects such as sleepiness points reduction or gain etc. to fit in
medkits heal less and take longer to heal you in order to make player use them instead of keeping 500 of them in a stash. same goes for bandages which now heal less bleeding wounds and you might need to use 1-4 bandages to heal completely
Better NPC Progressive Loadouts: Changes NPC loadouts to have more variety than vanilla game.Different stalkers will have different armor and weapons and not the same ones set by developers during stages of the game such as only exoskeletons in late game.
Higher and more realistic explosion damage rebalance and radius making grenades and other explosives much more dangerous
lower weapon and armor durability
OXA - Oxide's eXpanded Armory Allows you to customize weapons with more attachements; adding more attachements and customizability etc.
Higher and more realistic weapon damage,caliber, range; ballistics and improved recoil + dispersion with Fully Unlocked Ballistics and Range
hipfire is more usable
fmj bullets have less armor penetration to require use of better ammo in later game stages
Quality Of Life
Increased rate of tiredness (slepiness)gaining meaning you will have to eventually sleep
Healing, stamina regeneration,aiming, and reloading Penalty when being tired increased
Player movement rebalance: Vault over higher obstacles, reduced stamina costs for jumping and melee attacks and running
Improved lifespan of various objects, bodies, bolts, blood and wound decals
No Fov zoom in dialogs
Lower staming usage
Higher zoom with free hands
no fov zoom when aiming with gun sights
All actions such as walking running crouching drain your stamina.You still regenrate stamina when walking but at a slower rate
Dynamic Weather Overhaul: reimagined weather system for increased dynamism and realism. Eliminates predictable weather and enhance immersion and adjusts it graphically.
removed strange medkits sfx and effects like vignette during crouching
Added skif voice modulation when using GasMaks or GlassHelket but to use it you need to: Open Your AppliedSettings.cfg file located in AppData\Local\Stalker2\Saved\GameSettings and change VoiceModulatorsAffectPlayer = false to VoiceModulatorsAffectPlayer = true
Bleeding Overhaul:
Enemy NPCs now have a chance to inflict bleeding, tied to the weapon they use. Bleeding severity is influenced by ammo type, with the following multipliers:
HP (Expansive): 1.4x–1.6x
AP (Armor Piercing): 0.8x–1.0x
FMJ (Regular): 1.0x
SS (Flat): 0.8x
Bleeding chance and points are calculated based on weapon Caliber; Muzzle energy and velocity.For example:
Being hit by a UDP has an 25% chance to cause 18 bleeding points.
Being hit by an AKM-74S has a 50% chance to cause 40 bleeding points.
Being hit by an SVD has a 78% chance to cause 75 bleeding points.
Bleeding damage no longer kills almsot instantly, as it's been reduced significantly. At maximum wounding, you lose 10.5 HP/s, but applying bandages lowers the bleeding rate, simulating a gradual recovery as you patch yourself up. Without bandages, bleeding won't stop on its own.
When heavily bleeding it's best to first use medkit which reduces some bleeding points almost instantly and slowly regenerates hp then start applying bandages.You can fully heal bleeding with medkits but you will get sleepy and tired doing it every time.
Mutants also inflict bleeding, scaled by their abilities and design.Mutants like boars, fleshes inflict minor bleeding with low chances, while cats or bloodsuckers, with their sharp attacks, cause heavier bleeding with higher chances.Bandages are now critical—without them, survival is nearly impossible.
Bleeding Damage is Tied to Movement Speed and Actions
Dynamic system where bleeding damage scales with your movement speed and the severity of your injuries
On less serious bleeding:
Damage applies only when sprinting (holding Shift).
No damage while idle, crouching, walking, or crawling or running.
On more serious bleeding:
No damage while idle, crouching, walking, or crawling.
Running (holding W) deals 50% of max bleeding damage
Sprinting deals full bleeding damage
Intermediate movement speeds (e.g., 650 units when overweight) adjust proportionally (~9.15 HP damage).
Damage dynamically adjusts based on your movement speed, factoring in weight penalties or modifiers that affect sprint speed.
All damage values adjust automatically from minimum to maximum based on your bleeding level and movement speed.
If you don’t have a bandage, you can move slowly to a poi to get bandages without bleeding out
Installation guide If you are updating delete all files in Stalker2/Content/Paks/~mods/ folder Download the Zone overhaul zip file After you downloaded it and have one Zone Overhaul archieve :
Go to STALKER 2: HOC installation folder, open "/S.T.A.L.K.E.R. 2 Heart of Chornobyl/Stalker2/Content/Paks/" folder. If there's no folder called "~mods", create it (don't forget to include "~" symbol!). Final path should look like this:
Steam: /S.T.A.L.K.E.R. 2 Heart of Chornobyl/Stalker2/Content/Paks/~mods/
GamePass: XboxGames/S.T.A.L.K.E.R. 2- Heart of Chornobyl(Windows)/Content/Stalker2/Content/Paks/~mods
Unzip Zone Overhaul archive, and copy ALL files to "~mods" folder. (You should have 62 files)
In total before 2 required below installs in "~mods" folder you should now have 62 files
OXA - Oxide's eXpanded Armory - install only 3 OXA0X files using either UE4SS or SimpleModloader from their page instructions.Not doing so will make NVGs And Repairkits unusable.
Open Your AppliedSettings.cfg file located in AppData\Local\Stalker2\Saved\GameSettings and change VoiceModulatorsAffectPlayer = false to VoiceModulatorsAffectPlayer = true
To activate campfire saves use XStartQuestBySID CampfireSave