S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Storminox Dec 5, 2024 @ 12:48pm
MODDING SDK WYA
Does anyone have an ETA on when the developers might release the SDK for official modding support? I know it will probably be a few months, but I'm very interested in making mods, especially for when they add official multiplayer to the game. And I know mods can already be made, but I intend on waiting for official support and toolkit.

I'm really looking forward to both the SDK and multiplayer, since the potential for STALKER to essentially compete with DayZ as a survival shooter is incredibly vast, and I've included some of the mods I plan to make for the game:
  • Weapons Expansion
  • Backpacks & Inventory Management
  • Loot & Gear Expansion
  • Realistic Vehicles
  • Hideout Building
  • Settlement Building

I expect most of these mods to be made by other people/groups, as they were very popular in the old games, but the mods for hideouts/settlements are what I am truly interest in, so I've laid out what I have planned for them below:

Player Hideouts
The zone is incredibly vast, with some incredible locations. NPC hideouts are already a thing, so imagine being able to have one yourself that you can return to instead of a settlement.
Quick Summary
  • Locations will only be suitable for becoming a hideout based on its size.
  • Placement of objects, amenities and upgrades will be fixed, and everything will have material requirements for construction/repair.
  • Hideouts can be attacked, they can be raided, taken over, or destroyed. Mutant attacks will occasionally (but uncommonly) occur, and will only attempt to destroy the hideout.
Features/Upgrades
Location Dependent Security
  • Bunkers (Highest security level)
  • Buildings (Moderate security level)
  • Caves (Lowest security level)
Upgrades
  • Bedrolls
  • Cooking/Crafting Equipment
  • Storage
  • Traps

Faction Hideouts/Settlements
If you have a faction of players, imagine being able to run your own settlement that you can upgrade and generate revenue from.
Quick Summary
  • Locations will only be suitable for factions of a certain size/faction type, and the availability of upgrades will depend on the size of the location and amount of buildings. This means while some locations might be able to support having every amenity/upgrade/trader, some will be limited to only a few of these options.
  • Placement of objects, traders, amenities and upgrades will be fixed, and everything will have a maintenance cost, and/or material requirements for construction/repair. Traders will buy and sell based on a whitelist/blacklist basis with profit margins set by the governing faction.
  • Settlements can be attacked, and based on the faction type attacking, they can raid, takeover, or destroy a settlement. Mutant attacks will periodically occur, and will only attempt to destroy the settlement. NPC's may be hired into factions and will be responsible for defending/protecting the settlement.
Features/Upgrades
Location Dependent Security
  • Bunkers (Highest security level)
  • Buildings (Moderate security level)
  • Caves (Lowest security level)
Traders
  • NPC operated, owned by the governing faction.
  • Armor, weapons, food, vehicle, etc. dealers & technicians.
  • Bartender (food trader) will operate a mission board, with player/faction requests.
Manufacturing
  • NPC operated, owned by the governing faction.
  • Allows automated production of consumables and equipment, but requires materials.
  • Manufactured items are cheaper, and can be sold by traders for higher margins.
Treasury Vault
  • NPC managed, faction executives exclusive access.
  • Revenue from traders & technicians are collected here, coupons for maintenance/upgrades can be deposited as well.
Barracks
  • Exclusive use for the governing faction members.
  • Private storage for each faction member.
Armory
  • Exclusive use for the governing faction members & faction NPC's.
  • Storage for weapons, armor/suits, and ammunition.
  • Dedicated technician.
Inn
  • For use by non-faction members.
  • Rented for use.
  • Private storage for renters.
Defenses
  • Faction NPC's can be hired to station them at defensive positions or patrol.
  • Watchtowers, gates, sandbag bunkers, etc.

I only plan to make the settlement mod if multiplayer supports high player count servers (64-128 players), otherwise I don't think it would be worth it. I think having a mod like this would greatly increase the popularity of the game, since I feel that being able to interact with the world in this way is much more enjoyable in a multiplayer setting.

If you're interest in these two mods, let me know and I'll post another discussion expanding on everything as well as what wasn't included. I plan to start making the assets for the mod soon, and if you're interested in being a part of this project let me know!
Last edited by Storminox; Dec 5, 2024 @ 1:03pm
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Showing 1-8 of 8 comments
󠀡󠀡 Dec 5, 2024 @ 12:52pm 
I like all of your points, but problem is: do we know if multiplayer will be pvp or pve coop only? Also I don't think there is an ETA unfortunately, I'm more excited for the DLC / Expansion map!!!
Storminox Dec 5, 2024 @ 12:56pm 
Originally posted by 󠀡󠀡:
I like all of your points, but problem is: do we know if multiplayer will be pvp or pve coop only? Also I don't think there is an ETA unfortunately, I'm more excited for the DLC / Expansion map!!!
I'm not worried too much about multiplayer being either PVP or PVE, as typically multiplayer support comes with both options, and even if it was one or the other, the one excluded could be added in the form of a mod.

I am worried that it would be COOP only, if so the settlement mod would have to be put off until another mod is made that can support servers, but even then it would have to be optimized and function properly for this kind of mod.

And I feel that the DLC/Expansion map would make this even more suitable for the game, especially hideouts, as I'm the type of player to hang around a certain region for long periods of time before moving to another one, so having a safe place in between settlements is incredibly valuable.
Last edited by Storminox; Dec 5, 2024 @ 12:59pm
simon Dec 5, 2024 @ 1:00pm 
Originally posted by 󠀡󠀡:
do we know if multiplayer will be pvp or pve coop only?

Yes we know the are not doing co-op and the MP will be PVP like death match. This has been disused to death and the devs have already said what it is going to be.

As far as the mod tools go no body knows when they will be released.
Last edited by simon; Dec 5, 2024 @ 1:00pm
Storminox Dec 5, 2024 @ 1:05pm 
Originally posted by simon:
Originally posted by 󠀡󠀡:
do we know if multiplayer will be pvp or pve coop only?

Yes we know the are not doing co-op and the MP will be PVP like death match. This has been disused to death and the devs have already said what it is going to be.

As far as the mod tools go no body knows when they will be released.

Thats good to hear, as long as the official multiplayer framework & support is there it can definitely be turned into open world multiplayer.
PANKEKE Jan 9 @ 3:41am 
Do We know something about this?
Das_P0m Jan 9 @ 4:38am 
MP will for sure be on closed maps.
A complete MP for this game would takes ages and lots of aspects would have to be re programmed.

Also I hope that not too many modders will screw this game up like they did with anomaly or gamma.
There are simply folks who did not understood the concept of the game.
Last edited by Das_P0m; Jan 9 @ 4:38am
The game is still under heavy priority support. We have just seen another major patch. It addressed over 1700 issues with the game.

It's clear the game isn't ready for something like mod support just yet. It will come, I've no doubt. Right now, GSC are only fixing extant problems and issues without releasing new content. For example, we still have ywr to see night vision goggles become available. The reason why? A new feature like that will need testing and inevitably introduce its own issues that will need to be identified and fixed.

So, if the game isn't ready for the dev team to add much requested content like NVGs due to any amount of fresh bugs it would create, then it sure aint ready for mod tools and support yet, either.

It will happen, though. The game itself isn't in a ready state just yet to accommodate such a major community driven feature; but when it does come, hooboy!

Your suggestions will be just the tip of the iceberg. :)
Alumenad Mar 24 @ 6:28am 
when is the SDK coming guys?
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Date Posted: Dec 5, 2024 @ 12:48pm
Posts: 8