About this mod
Pillhead is a total consumables overhaul that adds 10+ new drugs to the game and rebalances vanilla medical items.
EN, CN, CZ, RU, KR, PL, & IT localization supported at present.
- Requirements
- Permissions and credits
- Changelogs
Removing this mod on a savegame will cause game corruption and inventory crashes, even IF you re-add the mod later on.
The same holds true for all new item mods.
Pillhead - Substances Of Stalker
Pillhead is a total consumables overhaul for Stalker 2 that overhauls the medical system in the game, rebalancing vanilla items and adding in new items to create a more complex and robust system. Supported Languages: English, Chinese, Czech, Polish, Russian, Korean, Italian
This mod uses the Community Localization Database.
Features
- Medical system reworked to offer depth and complexity
- 10+ new substances for Skif to use and abuse
- All new items available at Medics; some drop as loot
- Improved Sleep and Psi Mechanics
- Improved inventory UI for consumables, with numerical stat displays for effects.
- Does not replace base game cfgs; only modifies consumable and consumable loot table structs.
- Optional Module to make medkits heal over time.
Click Here To Access Pillhead Thread On Stalker GAMMA Discord
Consumables now build up fatigue, psi, and rad meters variously.
Skif will get tired more easily and may often see and hear people that do not exist.

Seroquel and a tasty treat makes Schizo Skif very sleepy
Multiple psychoactive and therapeutic substances have been added and "gamified" into the world of STALKER, from Fentanyl to Modafinil.
New substances can be purchased from medics, and some are available from loot tables.
But nothing comes for free. Just like real life, all medications cause undesirable side effects - stronger medications typically cause stronger side effects.
The best way to manage side effects is of course, polysubstance abuse.
Addiction Is A Bicycle
Mix and match pills like tic tac to keep back side effects
In Pillhead, the side effects of drugs intentionally loop into each other, forcing the player to juggle multiple status effects.
For example, healing items makes you sleepy. Stimulants keep you awake but build up your PSY meter. Xanax and PSYBlocker replenishes your PSY, but make you hungry. Eating builds up radiation. Vodka cures radiation but makes you hungry. And so on. The side effects loop into each other, meaning that the player has to stack synergistic drugs in order to perform optimally. Just like in real life, addiction is a bicycle - once you master the balance of your drug stack, you will never have to worry about falling off.
Ambient Sleep Mechanic Rework
In the base game, Skif does not need to sleep because the existing sleep mechanic is either bugged and/or increments too slowly - it seems to take a dozen hours of real time before Skif becomes sleepy. On top of this, an energy drink restores 20 sleep points, which is 1/5th of the whole hidden sleep meter. Sleep takes hours of gameplay to build up while 5 energy drinks erase the whole meter, meaning that the player will practically never becomes tired in a regular playthrough.
The key to Pillhead's gameplay loop first begins with a nerf to the problematic Energy Drink effect, reducing its sleep restoration from 20->10.
In Pillhead, healing items and food now build up the fatigue meter. Out of combat, the sleep meter will build up very slowly and naturally from food consumption. In combat however, sleep builds up incredibly quickly as the player eats through medkits - using 6 regular medkits is enough to make the player drowsy. Sleep reduces your aiming ability and since fatigue buildup in combat is inevitable, the player will have to rely on stimulants in order to keep Skif awake.
Stimulant-class drugs decrease your sleep meter without having to sleep.
Unfortunately, heavy stimulant use puts you at risk of NARC. (Noosphere Activity Rearranging Consciousness).
Noospheric Activity Rearranges Consciousness
Stimulants keep you awake by increasing cognitive activity, which also increases your vulnerability to psi-radiation.
Unlike other vitals, the PSY meter regenerates by itself over time. For example, a controller's PSY attack increases the PsyPoints of the player, which slowly degenerates back to normal over time. Substances abuse will build up the psy meter, making psi a consequential effect that you have to manage proactively.
In Pillhead, substances generally have two types of psi build up, Flat Psi and Psi Over Time. Flat Psi adds a static number of Psi points, while Psi Over Time builds up Psi over time. Since Psi points naturally degenerate, Psi Over Time is more dangerous than Flat Psi. Flat Psi can be waited out, while substances with high Psi Over Time can outright kill you.
*There seems to be an infinite psi-radiation bug in the base game caused by scripted sequences which add permanent PsyPoints to the player.
This mod is unlikely to contribute to the infinite psi bug, as it does not add permanent PsyPoints to the player. See the "Permanent Psi-Radiation Bug Fix" section below for more information.
To remove Psi effects, you have to use anti Psi-chotic medication, such as Xanax or Psi-Block. This class of drugs slow down brain activity, protecting it from the effects of background Psi-radiation.
While the overall complexity of the mod may seem intimidating, the core gameplay loop of the Pillhead system is very intuitive.
Healing causes drowsiness, which you must use stimulants to remove. Stimulant use builds up the Psi meter, which you must take psychiatric medication for.
Installation
1. BACK UP YOUR SAVE GAMES. Go to %appdata%/local/stalker2/saved/steam/savegames, and make a zip of ALL your save games, including the campaignssave.sav file. You need the campaignssave file in order to load any of your savegames.
2. When you have backed up your save games, install this mod into the ~mods directory where you put your other paks.
3. Delete localization files from other mods in ~mods directory. This mod uses the Community Localization Database from somber. If you are using Real Weapon Names use Real Weapon Name's localization instead.
4. Play.
Pillhead Item List
General Consumables
Food
-Sausages and bread lying in the zone are slightly irradiated (0-10 rad)
-Canned food is less radiated (0-5 rad)
-Food makes you slightly sleepy (+2 sleep)
Alcohol
-Alcohol intoxication and stamina penalty now displays in the inventory UI.
-Alcohol effects are unchanged.
Antirad
-Antirad has received a major buff.
-Antirad does minor health damage, but it now provides passive radiation protection for 30 seconds on top of the instant rad removal.
Non-Opiate First Aid
Bandages
-bandages stop bleed but do not restore health
Ibuprofen
-Restores 60hp health slowly over 60 seconds.
A generic combination of a NSAID and a first-generation antihistamine that offers mild pain relief, but is ineffective for life-threatening injuries.
Gabapentin*
-Raises health regen for 5 minutes
-Raises psyregen for 5 minutes
-Causes moderate hunger
-Causes moderate drunkness
-Causes moderate sleepiness
A muscle relaxant and anticonvulsant that is effective in relieving both physical and psychic pain.
Opiate Painkillers
Opiates are first in class for pain management: they provide instant healing but they come with side effects.
This class of drugs include the medkits already present in the game.
Yadulin
-Restores 50 hp over 10 seconds
-Causes minor fatigue (+5 sleepiness)
Developed in the Zone, Yadulin is an experimental medium-acting synthetic opioid developed in the Zone that targets selective opioid receptors, offering effective pain relief without inducing significant drowsiness. According to zone scientists, Yadulin is not addictive.
Fentanyl
-Restores all HP instantly (100)
-Heavy stamina damage (-100 stamina)
-Heavy Fatigue (+100 sleepiness)
Cost: 500
A highly potent synthetic opioid used to treat severe trauma. By itself, the combat applications of Fentanyl are rather limited due to its heavy sedative effect which incapacitates the user.
Medkit
-Restores 60hp instantly
-Drains 20 stamina
-Moderate Fatigue (+10 sleepiness)
Army Medkit
-Restores 85hp instantly
-Restores bleed
-Drains 30 stamina
-Moderate Fatigue (+15 sleepiness)
Scientific Medkit*
-Restores 100hp instantly
-Stops bleed and rad
-Drains 50stamina
-Significant Fatigue (+30 sleepiness)
Stimulants
Stimulants suppress sleep and appetite but prolonged use of stimulants is unadvisable as it may induce psychosis.
In the zone, cognitive enhancers results in vulnerability to psi-radiation.
Energy Drink
-Reduces sleep build up (-10) (vanilla was 20, this is a nerf)
-Builds up +8Psi flat.
-Other effects are entirely unchanged from vanilla
Ephedrine
-Reduces sleep build up (-60 over 30 seconds)
-Increases stamina regen by 50% for 60s
-Increases bleeding for 60s
-Builds up +15Psi flat, then 1Psi/s for 30seconds
Cost:325
A common stimulant that increases cardiovascular and central nervous system activity, often used in the Zone to enhance combat performance. An unfortunate side effect of the drug is its hypertensive effect inducing prolonged bleeding. Best to not catch a bullet while under the effect of Ephedrine.
Hercules
-Reduces item weight and increases carry weight (unchanged from vanilla)
-Builds up +30Psi flat, then 2Psi/s for 30seconds
Amphetamine
-Instantly removes all fatigue
-Instantly replenishes all stamina
-Reduces further fatigue build up by 3/s for 90seconds.
-Reduces stamina costs by 50% for 90seconds.
-Suppresses appetite by 80pts and drunkness by 60pts
-Builds up +40 Psi flat, then +3Psi/s for 90seconds.
Cost: 700
A potent CNS stimulant that is enjoyed for both its euphoric effects and its ability to keep one sharp and alert in a firefight. However, amphetamine users become especially vulnerable to the psychic dangers of the zone, as its nootropic effect also exposes the brain to nerve-frying noospheric activity.
Modafinil*
-Reduces sleep by 10/s for 5minutes
-Suppresses appetite and drunkness by 20points
-Builds up +30PSY flat, then 1Psi/s for 60seconds.
Cost: 1500
A “go-pill” used by air force pilots to stay awake for prolonged periods of time. While still uncommon to obtain in the Zone, this nootropic is preferred by Guides over other stimulants for its relative lack of debilitating side effects. On the road to Prypiat, a bolt and a vial of Modafinil are a Guide’s two best friends.
AntiPSI-chotics
This class of psychiatric medication reduces the player's psi-meter.
Xanax
-Removes all Psi instantly
-Removes an additional 40psi over 20 seconds
-Moderate Intoxication(+20)
-Moderate Fatigue (+20)
-Mild Hunger (+10)
Cost: 280
A short-acting benzodiazepine that reduces anxiety and psi-hallucinations. Xanax alleviates the immediate symptoms of psi-radiation, but it cannot protect the brain from prolonged exposure to noospheric activity. Some stalkers consume multiple vials of Xanax to navigate north of the Red Forest. Most do not make it.
Etizolam
-Degenerates 5psi/s for 60seconds.
-Restores 20 psi instantly
-Heavy Intoxication (+50)
-Heavy Fatigue (+40)
-Moderate Hunger (+20)
Cost: 750
A research chemical not approved for human use in most countries - Etizolam is a fast-acting benzodiazepine with a long half-life that slows down nerve transmissions, partially shielding the brain from anomalous psi-fields. For stalkers in lack of coupons, Etizolam is a cheaper alternative to the more effective Psi-Block.
Seroquel
-Degenerates 1psi/s for 5minutes
-Heavy Fatigue +60
-Heavy Hunger +60
Cost: 600
An atypical antipsychotic used in the treatment of schizophrenia. In the Zone, Seroquel is used off-label to reduce the symptoms of brain-scorching psi-radiation. However, its tranquilizing effect makes the user especially vulnerable to the non-psychic dangers of the Zone
Psi-block
Cost:900
-Degenerates 10psi/s for 90seconds (50% longer than vanilla)
-Moderate health damage (-25)
-Heavy Hunger (+40)
-No Intoxication or Fatigue
Cost: 1200 (Cost increased from vanilla)
A drug developed and used exclusively in the Zone to counteract the effects of anomalous psy-fields.
The most effective way to prevent the inside of your head from getting fried.
Recommended Drug Combinations:
Ibuprofen & Water before combat.
Both ibuprofen and water provide passive regen over time. Ibuprofen may seem weak, but if used proactively the passive health gain from ibuprofen is quite strong.
Medkit + Energy drink
1 energy drink restores the fatigue incurred by 1 medkit.
Ephedrine + Vinca
Vinca negates the bleeding increase caused by Ephedrine
Amphetamine + Xanax
Xanax negates most of the PSY damage caused by amphetamine, while amphetamine negates the drowsiness and drunkness caused by xanax.
But you may need to pop more than 1 xanax to deal with the Psi build up from amphetamine.
Fentanyl + Modafinil
If you have modafinil on hand to negate fatigue, fentanyl becomes a very cost-effective heal as modafinil eliminates fatigue build up for 5 minutes.
Seroquel + Etizolam + PSYBlocker
This psychiatric stack may near knock you out, but it will also grant you psi protection of -16psi/s.
Future Unimplemented Drugs
Adrenochrome
-Vastly increases stamina regen, and makes jumping and melee attacks free for 2minutes.
-Reduces item carry weights significantly
-Causes heavy psychosis 2psy/s for 120seconds.
Risperdal
-increases psy regen, but increases damage taken.
Permanent Psi-Radiation Bug Fix (Experimental)
Infinite Psi-Radiation seems to occur because of scripted effects that add permanent Psi points to the player. These are used for quests or kill borders. Permanent Psi points cannot be removed by Psi-Block. This "fix" removes 100 permanent psi points from the player, which will permanently alter the player's psi meter and prevent any Psi build up ever again.
1. install UETools
2. Spawn ConnerAnabiotic into inventory with console command "XCreateItemInInventoryByID ConnerAntibiotic 0 5 1"
3. Take the Anabiotic.

Taking the anabiotic will PERMANENTLY break the psi mechanic and prevent the player from incurring psi damage at all after it is used.
Compatibility
-No CFGs replaced. Highly compatible with mods without localization.
-Only overwrites consumable and consumable stash structs and does not modify structs outside of this scope.
-The localization database in Pillhead contain the English and Chinese strings for Project Itemization, Mutant Loot, and Faction Patches. These mods are compatible out of the box if you use Pillhead's localization. For now, delete the localization files from those mods and use Pillhead's
-Currently, EN, CN, CZ, RU, KR, PL & IT localization is supported. If you want to help me with translations, please look at the localization source file uploaded.
-Real Weapon Names contains support for Pillhead. If you are using RWN, you may delete Pillhead's localization and use RWN's.
-Stalker 2 can only load 1 localization file. Currently, you will have to remove all other localization paks from your game directory in order for Pillhead item names and descriptions to work. I am working on localizationDB merges with other item modders.
Uninstallation
-Uninstallation is not supported. All mods that add new items are not safe to remove from existing savegames.
-Removing this mod at any point after installing it will cause inventory crashes
-Re-adding this mod to a save made after uninstallation WILL NOT FIX YOUR CRASHES
-If you really really really want to uninstall this mod, sell all items added by this mod, download the uninstall pak, sleep in game, go to the medic, verify that all new items have been REMOVED from the trader inventory. Then, remove both the uninstall pak and the pillhead pak, and load into your save.
-This procedure is not guaranteed to work.
My Other Mods
Roadside Panic - Hardcore A-Life
Strange Object Statistics
Special Credits:
Exicide for helping me pack inventory textures in UE5
Somber for paving the way on new item mods.
Herbata & Sidorovich for research and documentationon refurl method
All my kind users who helped with translations.
Madmanski for Korean, szab90 for italian, AlzHighMr for Czech, ErkoMalish for Russian,
djx1241141998djx1241141998 for Simplified Chinese, and Bunkier for Polish.
Pfizer for XANAX® brand trademark
AstraZeneca for SEROQUEL® brand trademark
