I could not get this to work on v1.3, I tried everything until finally I came across something in the mod merger description about how mods are named in the `mod folder.
Correct way to adjust your mod's load order is to add _{priorityNumber}_P to the end of the pak file name, before ".pak", mod with highest priorityNumber will be loaded last. This takes priority over the number of z characters. Tool will ensure that load order is the highest amongst the mods present in your ~mods folder during the merge.
Example: z_mod1_100_P.pak will load after zzz_mod2_99_P.pak and will override duplicate content.
Just throwing this mod in the folder as it is named Weird Water Not Drunkdid not work for me. However it did work after I named it zzz_Weird Water Not Drunk_P
I'm not sure how everyone else was getting this mod to work without renaming it. I even tried it by itself in the `mod folder as I have two other mods in there. Anyway I hope this helps if you had the same problem I did.
last version worked perfectly on 1.2.1 game version . i download this version and updated my game to 1.3.0 version and it stop working no matter what i do . ONE important thing - i dont get drunk when i put it on artifact slot - its ok BUT it doesnt eliminate the radiation that other artifacts emits . so when i equip it with other artifacts i still suffer radiation
the recent update made the weird water protect from less radiation. the file to change that is different from the one I edit. I am not good enough at modding to know which one to edit sorry. So mod is working correctly.
I don't think the artifact was modified to be weaker because, without changing the game version and installing this mod after using the artifact for a few hours, I noticed that it no longer protects against radiation, even though it was working properly.I think this is directly related to the way the drunk effect is coded, which may act as if you were constantly consuming vodka and therefore constantly lowering the radiation level.
Removing the drunk effect may have removed the invisible protection it offered, depending on how it was coded by the developers.
I can't say if the same thing happened on earlier versions and if the upgrade to 1.3 changed anything, but I know that the artifact works correctly without the mod and no longer has its protective ability with it.
It's enough that no one noticed or knew that the artifact protected against radiation that they didn't report the information sooner.
Personally, I simply use a Trainer in addition to the mod to protect myself from radiation, just like it did before.Anyway, thanks anyway for this super useful mod.
https://www.stalker2.com/en/news/patch-1-3 Go down to balance. It is the top line. I will double check. But they did nerf the radiation protection. the drunk effect does not change that. My evidence being that if you have below 50 carry weight there is no drunk effect either, If that were the case you would get radiation from that being the case as yall are describing. My new question is do you either of you use mods that change artifacts?
So I was having the issue where the mod wasn't working as well. I tried everything everyone suggested. I don't know if it the same for everyone else but when I would download the mod and it would download as a winrar file. I didn't think to extract the file to pak. I do have have mush for brains and don't really mod games so please don't make fun of me if it's a common sense thing. hope this helps someone.
Youre ok. Everybody has a start at modding and doesnt know everything at the start. You have no clue how many times i broke my new vegas and had to clean install.
Man, you are the savior of us all <3 Still working on 02/12/2025 For information, I am on the Xbox version (Xbox game pass) and the exact path is: G:\XboxGames\S.T.A.L.K.E.R. 2\Content\Stalker2\Content\Paks\~mods (Obviously, replace the letter G:\ with that of your disk)
For anyone struggling with this mod, try checking your mods folder name. It has to be "~mods" not just "mods", the "~" is what make this mod works for me. At first i only name my mods folder "mods" and it does nothing, but after changing it to "~mods" now it works just fine. Hope it helps
Hey, I got a problem. when the weight of the inventory is below 50 - there is no effect, when more - there is an effect. I found this when I picked up the Torch artifact, then my weight increased more than 50. He had already moved his things to his storage and then took them, but this did not help. Game version is 1.1.3 Mods that are: Mutant Loot ALife Extended Alive Longer Days P Axxii Spotting ALifeTweaks P Ultimate Stashes Upgrade P - this mod adds a spawn of artifacts, weapons and body kits to the stashes
I fixed why my mod wasn't working!!! How: 1. Removed mod from ~ mods folder 2. Entered the game 3. Loaded my inventory more than 50 kg (Weird water equipped in artifacts) 4. Made a save and left the game 5. Put the mod in the folder ~ mods and went into the game 6. Everything worked. I hope this method will also help you someday!
142 comments
Just throwing this mod in the folder as it is named Weird Water Not Drunk did not work for me. However it did work after I named it zzz_Weird Water Not Drunk_P
I'm not sure how everyone else was getting this mod to work without renaming it. I even tried it by itself in the `mod folder as I have two other mods in there. Anyway I hope this helps if you had the same problem I did.
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i download this version and updated my game to 1.3.0 version and it stop working no matter what i do
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ONE important thing - i dont get drunk when i put it on artifact slot - its ok
BUT it doesnt eliminate the radiation that other artifacts emits
.
so when i equip it with other artifacts i still suffer radiation
Removing the drunk effect may have removed the invisible protection it offered, depending on how it was coded by the developers.
I can't say if the same thing happened on earlier versions and if the upgrade to 1.3 changed anything, but I know that the artifact works correctly without the mod and no longer has its protective ability with it.
It's enough that no one noticed or knew that the artifact protected against radiation that they didn't report the information sooner.
Personally, I simply use a Trainer in addition to the mod to protect myself from radiation, just like it did before.Anyway, thanks anyway for this super useful mod.
Go down to balance. It is the top line. I will double check. But they did nerf the radiation protection. the drunk effect does not change that. My evidence being that if you have below 50 carry weight there is no drunk effect either, If that were the case you would get radiation from that being the case as yall are describing. My new question is do you either of you use mods that change artifacts?
Installed mod into: E:\SteamLibrary\steamapps\common\S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods\Weird water not drunk patch.pak
Still working on 02/12/2025
For information, I am on the Xbox version (Xbox game pass) and the exact path is: G:\XboxGames\S.T.A.L.K.E.R. 2\Content\Stalker2\Content\Paks\~mods
(Obviously, replace the letter G:\ with that of your disk)
He had already moved his things to his storage and then took them, but this did not help.
Game version is 1.1.3
Mods that are:
Mutant Loot
ALife Extended Alive Longer Days P
Axxii Spotting ALifeTweaks P
Ultimate Stashes Upgrade P - this mod adds a spawn of artifacts, weapons and body kits to the stashes
1. Removed mod from ~ mods folder
2. Entered the game
3. Loaded my inventory more than 50 kg (Weird water equipped in artifacts)
4. Made a save and left the game
5. Put the mod in the folder ~ mods and went into the game
6. Everything worked.
I hope this method will also help you someday!