Hello, have you managed to figure out how to add in multiple slot upgrades to the armor? There's next to no tutorials on anything so any info on how this could be done would be huge lol
I'm looking into creating a mod after sharing the same frustration with the Convoy with you, specifically with the artifact slots. I see that another user requested a 5 slot only mod, which you're so cool for fixing up for them. Wondering if you'd know where to start if they had requested them NOT pre-installed.
It's like everything in modern programming, there is simply no single file with all the data, everything is linked, you can either copy existing code from another armor that has the right upgrades and force it onto your own (like i did with the lead containers) in ArmorPrototypes.cfg and make it pre-installed (if you just want to add more containers there is a variable for that in the same file), or you get all the config files from the game (by using cfg file dumps from other users or extract them yourself with fmodel and a blank AES key) and then use programs like grepwin to find all the files where the container upgrades are located so you can start adding your own custom sections in each of those files. If you want to be able to add upgrades that are not intended to be used with any specific armor AND be able to use the ingame mechanics to install these upgrades at the same time, then you have to do it the same way the game devs were doing it when they made the game, you need to "build" your upgrade step-by-step by adding code at the right places (its the same as adding new ammo types or guns to the game).
Been at this sh`t for days lol. we're getting SOMEWHERE as far as adding new upgrades to the game C: now making technicians able to install the upgrade... is another issue entirely. we'll get there
thank you ♾️ for the insight, so fcking helpful. hoping to create a "cfg modding start to finish" guide kinda thing once i've got my bearings better. Aside, have you had any luck making modular armor edits? as in, making a ArmorPrototypes folder within ItemPrototypes and setting up the refurl= field to work? I've tried refurl=../ItemPrototypes.cfg/ArmorUpgrades.cfg;refkey=TemplateArmor I've tried refurl=../ItemPrototypes.cfg/ArmorUpgrades.cfg;refkey=[0] I've tried refurl=../ArmorUpgrades.cfg;refkey=TemplateArmor I've tried refurl=../ArmorUpgrades.cfg;refkey=[0] I've tried refurl=../ItemUpgrades.cfg;refkey=TemplateArmor etc etc etc
you get the idea. no matter the combo i try, the item loses its armor status in game and causes crazy anomalies and crashes. The armor's turned tiny, dissapeared, become gun, I JUST CANT GET THE ARMOR TO ARMOR ACK
the only solution i've found is to use the entire ArmorUpgrade.cfg file within my pak. But I don't like what that means as far as future game updates and compatibility with other mods. I've done it with my healing mod, but that one's only a single prototype folder deep.
no pressure to answer this btw, you've already helped me out plenty. be well
Hello Sir, Is it possible to make the shturm exo from dlc have the same stats as diamond exo from monolith? My first time when i got my diamond exo i basically had to skip the shturm ward exo because even when maxed out, it was heavier, didnt have all the slots with lead containers and was pretty much not so good compared to fully upgraded diamond exo which is basically the best armor in the game right now. Now that im on Ward's site id like to get the same feeling but when wearing the exact shturm exo but with stats from diamond.
In theory yes. DLC configs and assets get inserted via executable after the base game has been installed, so they are hidden somewhere unknown (haven't figured this one out yet), if i find them i will gladly buff the shturm exo for you, but for now i can only offer special versions of base game items (like buffing the standard Ward exo).
Thanks for fast response. If it would be possible to do so, ill gladly have this mod inside my mods folder. Hopefully when GSC releases official mod support everything will be easier to do. Oh and btw, tried the wards glory and its goated, such a nice armor and now its useful!
I finally got my hands on all dlc files, so i made your requested mod a reality, you can download the file under "Miscellaneous Files", hope you like it. Both are fully upgraded in the picture (i did not add any pre-installed upgrades, thought you like it better this way).
Of course its possible, but its a time consuming request, i'll see what i can do. Are you sure you want this specific combination, the M20 helmet is a neutral one, the right helmet for mercenaries would be the PA-7 gas mask?
I have created your requested mod, you can download it under "Miscellaneous Files", it has a way better carry weight bonus for whatever reason (its the same effect, but i don't wanna invest the time to debug this, so take it as it is ^^).
making a lower mid tier armor you can acquire in Garbage right after the Prologue, better than every Exoskeleton? Of course, mods are are there, so everybody can play however they like. It just seems way too imbalanced, but this is of course only my opinion (Sorry don´t want this to come over as a rant). Four lead containers and five slots in total. Kind of defeats the purpose of progression. I know you can buy Exo Suits in Rostok as well, which I find a bit weird, but at least you can´t upgrade those right of the bat, plus you can´t sprint (until you get the upgrade, which can take a while). Anyway, some people will enjoy this probably, so have fun with it. I just went through hell and back to acquire a suit, was browsing through the mods here and saw this, so I somehow had the urge to coment on this. No hard feelings bro^^
My mods are aimed to make the game more enjoyable for most players, they are not recommended for hardline S.T.A.L.K.E.R fans who want the zone to be as miserable as possible. You are oviously one of those players, so i suggest you also don't use any of the deluxe/ultimate and pre-order items, because they are basically mods with the same goal as mine.
You can get it at the location where one of the early main quests "Answers come at a Price" lead you, between the Detention Center and the Plant. Where you have to locate "Stars" men, inside the basement of the facility. The same location where you can find a SSP Ecologist Suit as well. When you head to the location, even before you get the quest, although it´s the first mission after lesser zone, there are loads of hostile guards at the facility which can drop the armor with a little luck. There should be a corpse that spawns it as well, but not sure it it´s static or luck as well. If you really want that armor and you don´t have any luck at Garbage, leaving the area through the south-western location called "Depot", if you head straight for the next facility 200 meters further into the Chemical Plant area, it has a fixed spawn at that facility (sorry don´t know the name but you can´t miss it, if you just follow the road to the very next POI there). Alternatively it has another fixed spawn in Zaton, not sure where but you´ll find it if you google searcg for it. Hope that helps^^ Again, to the mod creator, didn´t want to s#*! on your mod, everyone should implement/use/play whatever and however they like to play! :) Since I didn´t preorder the game, I don´t have the problem with the (imho overpowered) Journalist loot. However I´m far from enjoying the game as hard and miserable as possible, so that´s that^^ Cheers
No hard feelings man. As stated in the description i made this mod mainly for Ward roleplayers so they can keep their uniform for the entire game, i also made a heavily nerfed version for another user, maybe this one is right for you too (you can download it under "Optional Files").
Could i possibly make a request, would it be possible for you to make a version of this mod with just the container setup from the ward exo? i personally like the stat sheet for the Ward convoy suit, it's a very thick non heavy armour, but the fact it cant get any led lined containers really bothers me
I'm enjoying your mod and respect your work and effort. However, it feels too OP. I still agree that vanilla Convoy armour is crappy and should be buffed, but not this much.
Is there a chance to create a fairer and balanced variant with nerfed stats (30-50% lower or similar) so it's still a decent armour but not the ultimate one, especially at the beginning of the game? Containers can stay as they are, just the protection stats.
Its superior stats make players almost invulnerable, discourage seeking new armours, tweaking and combinations, and somewhat kill exploration curiosity. No offence meant a balanced variant would be a sweet spot for all players and their styles.
I have stated my reasons for making it a bit "too" strong in the mod description. I made this mod for Ward roleplayers who want to keep their official uniform for the rest of the game, so there is never any reason to use exoskeletons or scientific suits. BUT i fully understand your point of view as well, so i will gladly create an optional version with nerfed stats for you.
1. You could add the upgrade possibility (or just embed them if it's too much fuss) for five lead containers since in the STALKER Call of Pripyat (mods), you had expensive Artifact containers of different tiers (amount of radiation absorption), and you could add them to all available slots of your current armour. If your armour had five slots, you could add five artefact containers or equipment/plates. Of course, in Stalker 2, it would be replaced by very costly upgrades for a number of slots and their lead upgrades.
2. For protection stats, I could recommend a 50% nerf for a good balance, but I leave that decision to you.
I tried to make all five containers shielded, but the game always ignores the last one (maybe this is some hardcoded limit or a bug idk). Does this version suit your needs (both are fully upgraded in the pictures, pls tell me if you want technician upgrades pre-installed or not)?
This is perfect; I couldn't ask for anything more; you already did more than enough. It does not have to be pre-upgraded, said the masochist me :) If it's easier for you to be pre-upgraded, I'm OK with that too.
Again, kudos for your great attitude and prompt response!
Ok, the new version is ready and tested, you can download it under "Optional Files". I removed all pre-installed upgrades from the helmet and most from the armor (i had to keep two because thats how hacks like these work, you take parts of the code from another armor and force the game to use it on your item, if you want to be able to manually upgrade such parts in game you need to meet the games internal requirements for the other armor which you do not possess so you cannot click it at the technician which forces us to write like a hundred new lines of code each time we want to change something like this so you just make it pre-installed to safe some precious time ^^). When you are going to upgrade the lead containers you will see that i had to use different kinds of lead (yes there is more than one) to get the game to take them, so just ignore the different names.
Please test it out and let me know if everything works for you.
Any chance you could make the stats of the ward exoskeleton the same as the DLC ward exoskeleton? ...and maybe change its name from operator exoskeleton to something a bit more defining as the ward exo?
Noice, thx! The ward exoskeleton description make it seem like its the absolute best but the diamond/monolithian one outclassed it which always struck a cord with me.
This took way more time than expected, i had to fine-tune the stats down to the 0.001 level to exactly match the fully upgraded version from the ultimate edition, but i did it (see the updated mod description for details). Hope you like it!
This is a treat. Maybe I missed something but it felt like all the Spark suits you could get/find were just better than the Convoy, and that kinda bugged me since I did a Ward run second
Glad you like it! They kinda forgot to buff this armor, because getting the Convoy should be a big thing for a Ward player, they even made a dialog option after you get the armor where you can thank Korshunov for getting the uniform.
44 comments
or buff it a little :)
I'm looking into creating a mod after sharing the same frustration with the Convoy with you, specifically with the artifact slots.
I see that another user requested a 5 slot only mod, which you're so cool for fixing up for them. Wondering if you'd know where to start if they had requested them NOT pre-installed.
much love
If you want to be able to add upgrades that are not intended to be used with any specific armor AND be able to use the ingame mechanics to install these upgrades at the same time, then you have to do it the same way the game devs were doing it when they made the game, you need to "build" your upgrade step-by-step by adding code at the right places (its the same as adding new ammo types or guns to the game).
Been at this sh`t for days lol. we're getting SOMEWHERE as far as adding new upgrades to the game C:
now making technicians able to install the upgrade... is another issue entirely. we'll get there
I've tried refurl=../ItemPrototypes.cfg/ArmorUpgrades.cfg;refkey=TemplateArmor
I've tried refurl=../ItemPrototypes.cfg/ArmorUpgrades.cfg;refkey=[0]
I've tried refurl=../ArmorUpgrades.cfg;refkey=TemplateArmor
I've tried refurl=../ArmorUpgrades.cfg;refkey=[0]
I've tried refurl=../ItemUpgrades.cfg;refkey=TemplateArmor
etc etc etc
you get the idea. no matter the combo i try, the item loses its armor status in game and causes crazy anomalies and crashes. The armor's turned tiny, dissapeared, become gun, I JUST CANT GET THE ARMOR TO ARMOR ACK
the only solution i've found is to use the entire ArmorUpgrade.cfg file within my pak. But I don't like what that means as far as future game updates and compatibility with other mods. I've done it with my healing mod, but that one's only a single prototype folder deep.
no pressure to answer this btw, you've already helped me out plenty. be well
Is it possible to make the shturm exo from dlc have the same stats as diamond exo from monolith?
My first time when i got my diamond exo i basically had to skip the shturm ward exo because even when maxed out, it was heavier, didnt have all the slots with lead containers and was pretty much not so good compared to fully upgraded diamond exo which is basically the best armor in the game right now.
Now that im on Ward's site id like to get the same feeling but when wearing the exact shturm exo but with stats from diamond.
Not a request, just a simple question.
Cheers!
DLC configs and assets get inserted via executable after the base game has been installed, so they are hidden somewhere unknown (haven't figured this one out yet), if i find them i will gladly buff the shturm exo for you, but for now i can only offer special versions of base game items (like buffing the standard Ward exo).
Hopefully when GSC releases official mod support everything will be easier to do.
Oh and btw, tried the wards glory and its goated, such a nice armor and now its useful!
Both are fully upgraded in the picture (i did not add any pre-installed upgrades, thought you like it better this way).
Kudos to you big sir
Thank you
Are you sure you want this specific combination, the M20 helmet is a neutral one, the right helmet for mercenaries would be the PA-7 gas mask?
I just went through hell and back to acquire a suit, was browsing through the mods here and saw this, so I somehow had the urge to coment on this. No hard feelings bro^^
You are oviously one of those players, so i suggest you also don't use any of the deluxe/ultimate and pre-order items, because they are basically mods with the same goal as mine.
There should be a corpse that spawns it as well, but not sure it it´s static or luck as well.
If you really want that armor and you don´t have any luck at Garbage, leaving the area through the south-western location called "Depot", if you head straight for the next facility 200 meters further into the Chemical Plant area, it has a fixed spawn at that facility (sorry don´t know the name but you can´t miss it, if you just follow the road to the very next POI there).
Alternatively it has another fixed spawn in Zaton, not sure where but you´ll find it if you google searcg for it. Hope that helps^^
Again, to the mod creator, didn´t want to s#*! on your mod, everyone should implement/use/play whatever and however they like to play! :)
Since I didn´t preorder the game, I don´t have the problem with the (imho overpowered) Journalist loot. However I´m far from enjoying the game as hard and miserable as possible, so that´s that^^ Cheers
As stated in the description i made this mod mainly for Ward roleplayers so they can keep their uniform for the entire game, i also made a heavily nerfed version for another user, maybe this one is right for you too (you can download it under "Optional Files").
i personally like the stat sheet for the Ward convoy suit, it's a very thick non heavy armour, but the fact it cant get any led lined containers really bothers me
I'm enjoying your mod and respect your work and effort. However, it feels too OP. I still agree that vanilla Convoy armour is crappy and should be buffed, but not this much.
Is there a chance to create a fairer and balanced variant with nerfed stats (30-50% lower or similar) so it's still a decent armour but not the ultimate one, especially at the beginning of the game? Containers can stay as they are, just the protection stats.
Its superior stats make players almost invulnerable, discourage seeking new armours, tweaking and combinations, and somewhat kill exploration curiosity. No offence meant a balanced variant would be a sweet spot for all players and their styles.
Thanks!
I made this mod for Ward roleplayers who want to keep their official uniform for the rest of the game, so there is never any reason to use exoskeletons or scientific suits.
BUT i fully understand your point of view as well, so i will gladly create an optional version with nerfed stats for you.1. You could add the upgrade possibility (or just embed them if it's too much fuss) for five lead containers since in the STALKER Call of Pripyat (mods), you had expensive Artifact containers of different tiers (amount of radiation absorption), and you could add them to all available slots of your current armour. If your armour had five slots, you could add five artefact containers or equipment/plates. Of course, in Stalker 2, it would be replaced by very costly upgrades for a number of slots and their lead upgrades.
2. For protection stats, I could recommend a 50% nerf for a good balance, but I leave that decision to you.
Thanks again!
Does this version suit your needs (both are fully upgraded in the pictures, pls tell me if you want technician upgrades pre-installed or not)?
This is perfect; I couldn't ask for anything more; you already did more than enough.
It does not have to be pre-upgraded, said the masochist me :) If it's easier for you to be pre-upgraded, I'm OK with that too.
Again, kudos for your great attitude and prompt response!
I removed all pre-installed upgrades from the helmet and most from the armor (i had to keep two because thats how hacks like these work, you take parts of the code from another armor and force the game to use it on your item, if you want to be able to manually upgrade such parts in game you need to meet the games internal requirements for the other armor which you do not possess so you cannot click it at the technician which forces us to write like a hundred new lines of code each time we want to change something like this so you just make it pre-installed to safe some precious time ^^).
When you are going to upgrade the lead containers you will see that i had to use different kinds of lead (yes there is more than one) to get the game to take them, so just ignore the different names.
Please test it out and let me know if everything works for you.
Again, thank you very much for your effort!
Hope you like it!
They kinda forgot to buff this armor, because getting the Convoy should be a big thing for a Ward player, they even made a dialog option after you get the armor where you can thank Korshunov for getting the uniform.