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Pamplemousse

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QcPamplemousse

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192 comments

  1. QcPamplemousse
    QcPamplemousse
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    Hey folks, been pretty busy the last few days but I'll look at getting a new version with some bug fixes out in the new few days.
  2. Valaqil
    Valaqil
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    This one isn't working for me after Patch 1.4.
  3. lolozim
    lolozim
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    AFter playing for some time now I can confirm that most factions have assigned ID seem random and creates more confusion and I#ll be stopping using this mod. There are scientists who wear same uniform as Spark guys and all those scientists are marked as Spark, even though they can be sorted by not having a spark patch, another issue game devs made is by creating faction based armors and then allowing different factions to use it, or by the name, you can tell which faction person comes from, like Valera Sneaky briki is obviously a criminal and he has same voice, but his (modded label is Freedom), while wearing Stalker patch or something like that.
  4. azel423
    azel423
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    its not working. Any help guys?
  5. lolozim
    lolozim
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    In Pripjaty, Bison, traded guy has Merc faction and Digtyarov has no faction. Actually, many are flagged as Mercs in pripjaty, while they are in that special; Digtyarov faction, Patch says Corps.
  6. GSXP
    GSXP
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    can you please make a version that doesn't require a mod loader?
    1. chummymovie
      chummymovie
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      +1
    2. bray2288
      bray2288
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      if u still need help, read the readme on simple mod loader's page, he lays out the steps to adding this to ur engine.ini and it works automictically 
  7. bray2288
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    so on gamepass i got this to work constantly by adding it to engine.ini the way simple mod loader spells it out in his readme, if anybody is struggling
  8. waynezillord
    waynezillord
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    This thing is not working with UE4SS (+UE TOOLS). 
    Just not working with my expirience. 
    Anybody knows, how to solve this? 
    For a smartest guys: swapping to Simple Mod Loader is not a solution. :) 
  9. MoldyRobot
    MoldyRobot
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    This mod is very helpful, any chance you can add the faction name under the icon as well? I find myself having to keep looking up the names cause I'm retarded :/ 
  10. tarmacicle
    tarmacicle
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    Hi bro, thanks for the mod. But is there a way to make the identification icons bigger since I suffer from myopia XD thanks









  11. xarfm
    xarfm
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    Any chance have a compatible version for UE4SS?
    Appreciate the work.
    1. sqparadox
      sqparadox
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      Finally figured out how to get this to load with UE4SS BPModLoader.

      Basically, this mod doesn't follow the naming rules that BPModLoader uses.
      We should be able to use a config.lua file, that's how BPModLoader is setup to deal with this.
      But without an example I don't know the correct syntax.
      Thus, we hardcode it by adding a special case to cover the mod.

      In BPModLoaderMod\Scripts\main.lua go to line 153 and find:
      if FileExtension == ".pak" and not Mods[ModNameNoExtension] then

      Replace it with this:
      if ModNameNoExtension == "Pamplemousse_StalkerId" and not Mods[ModNameNoExtension] then
      Mods[ModNameNoExtension] = {}
      Mods[ModNameNoExtension].AssetName = "BP_StalkerIdentification_C"
      Mods[ModNameNoExtension].AssetNameAsFName = UEHelpers.FindOrAddFName("BP_StalkerIdentification_C")
      Mods[ModNameNoExtension].AssetPath = "/Game/Mods/StalkerId/BP_StalkerIdentification"
      elseif FileExtension == ".pak" and not Mods[ModNameNoExtension] then

      This is implementing custom AssetName and AssetPath for StalkerId based on the filename (Pamplemousse_StalkerId).
      The elseif line keeps the standard BPModLoader behavior for all other filenames.

      Make sure to put the mod files in Paks/LogicMods not the usual Paks/~mods. BPModLoader only loads from LogicMods.
    2. pedrohat
      pedrohat
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      Tried this, but  i think I'm missing some steps
      For gamepass version, the 3 archives from this mod should be on "S.T.A.L.K.E.R. 2\Content\Stalker2\Content\Paks\LogicMods" ?


      In BPModLoaderMod\Scripts\main.lua  lines 148 to 168 look like this:
          -- Load a default configuration for mods that didn't have their own configuration.
          for _, ModFile in pairs(Files) do
              local ModName = ModFile.__name
              local ModNameNoExtension = ModName:match("(.+)%..+$")
              local FileExtension = ModName:match("^.+(%..+)$");
              if ModNameNoExtension == "Pamplemousse_StalkerId" and not Mods[ModNameNoExtension] then
                  Mods[ModNameNoExtension] = {}
                  Mods[ModNameNoExtension].AssetName = "BP_StalkerIdentification_C"
                  Mods[ModNameNoExtension].AssetNameAsFName = UEHelpers.FindOrAddFName("BP_StalkerIdentification_C")
                  Mods[ModNameNoExtension].AssetPath = "/Game/Mods/StalkerId/BP_StalkerIdentification"
              elseif FileExtension == ".pak" and not Mods[ModNameNoExtension] then        
                  --Log("--------------\n")
                  --Log(string.format("ModFile: '%s'\n", ModFile.__name))
                  --Log(string.format("ModNameNoExtension: '%s'\n", ModNameNoExtension))
                  --Log(string.format("FileExtension: %s\n", FileExtension))
                  Mods[ModNameNoExtension] = {}
                  Mods[ModNameNoExtension].AssetName = DefaultModConfig.AssetName
                  Mods[ModNameNoExtension].AssetNameAsFName = DefaultModConfig.AssetNameAsFName
                  Mods[ModNameNoExtension].AssetPath = string.format("/Game/Mods/%s/ModActor", ModNameNoExtension)
              end
          end


      is this also correct?

      I need to use any command in-game? if so can tell me which


      edit: found what i did wrong at line 153 i had too much space
    3. sqparadox
      sqparadox
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      is this also correct?

      I need to use any command in-game? if so can tell me which

      edit: found what i did wrong at line 153 i had too much space

      I take it you got it working?

      All of that looks correct. You don't need to enter anything in-game. That's more or less what this is doing.
      You will see entries in UE4SS.log, which should tell you if it successfully loaded, or give you an error if it didn't.
    4. Netrezen
      Netrezen
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      So, what does the correct line look like? Which space did you have to remove?
    5. pedrohat
      pedrohat
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      Got it working, but sometimes when i quick load,  my game crashes

      anyone know how i troubleshoot this?
    6. sqparadox
      sqparadox
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      • 21 kudos
      Got it working, but sometimes when i quick load,  my game crashes

      anyone know how i troubleshoot this?
      Are you running UI Clock? If so, see bugs tab on that mod page.
    7. pedrohat
      pedrohat
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      You sir are a genius, seems the author already updated the mod with your changes

      thank you very much
    8. xEDWARDSZz
      xEDWARDSZz
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      where can i find: BPModLoaderMod\Scripts\main.lua
    9. Xeeor
      Xeeor
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      Thank you very much. Very helpful.