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


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Posted

hey wizard! is there anything in the game that adds some smoothing or something of the sort? maybe im going crazy but my mouse def doesnt feel right

  • Wizard
Posted
10 minutes ago, Takibo said:

hey wizard! is there anything in the game that adds some smoothing or something of the sort? maybe im going crazy but my mouse def doesnt feel right

Nothing I can detect here, but have not tested higher than 1000 Hz polling rate.

Posted

For the smoothing, someone on steam suggested adding:

[/script/engine.inputsettings]
AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.07,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.07,Exponent=1.000000,bInvert=False))
bEnableMouseSmoothing=False
bViewAccelerationEnabled=False

to AppData/Local/Stalker2/Saved/Config/Windows/Input.ini

The first two options made the mouse way too fast with no way to slow it down enough so I took those out but one or both of the bottom two seem to have helped. Might just be placebo though.

Posted
2 hours ago, Takibo said:

hey wizard! is there anything in the game that adds some smoothing or something of the sort? maybe im going crazy but my mouse def doesnt feel right

I also think the mouse feels like ass.

Posted
1 hour ago, ramattis said:

For the smoothing, someone on steam suggested adding:

[/script/engine.inputsettings]
AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.07,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.07,Exponent=1.000000,bInvert=False))
bEnableMouseSmoothing=False
bViewAccelerationEnabled=False

to AppData/Local/Stalker2/Saved/Config/Windows/Input.ini

The first two options made the mouse way too fast with no way to slow it down enough so I took those out but one or both of the bottom two seem to have helped. Might just be placebo though.

All of these together does appear to actually fix the floaty camera behaviour but as they mentioned, it makes the sens kind of ridiculous, and also has lots of "pixel skipping" which i don't think is what people call that anymore. You can see the individual registrations of mouse input very very clearly between each step. Haven't tried with just the last 2 configs yet.

Posted

It absolutely feels like horrible input delay on my pc too.

To me this is unplayable until they fix it.

It has been a while since i felt a sluggish delayed mouse like this.

I downloaded some mods to counter the performance issues, mouse felt "better" but the game looks worse than original stalker then.

what a mess :D

  • Wizard
Posted
13 hours ago, Imposter said:

 

44 minutes ago, LeopardTurret said:

Just tried this mod and it seems like it's working. Can't fully confirm because I don't have the tools to measure (and I don't really know how). I am curious if the mod creator got the number values 100% correct.

This mod and the other similar one does not work on the Microsoft Store version at least. Tried to download a mod with no backpack animation to confirm I'm installing the mods correctly, and that one works.

Posted
1 hour ago, DPI Wizard said:

 

This mod and the other similar one does not work on the Microsoft Store version at least. Tried to download a mod with no backpack animation to confirm I'm installing the mods correctly, and that one works.

Does the MS Store version allow access to the ~mods folder or is there a different method?

  • Wizard
Posted
7 minutes ago, Strangorth said:

Does the MS Store version allow access to the ~mods folder or is there a different method?

Same method, but slightly different path: C:\XboxGames\S.T.A.L.K.E.R. 2\Content\Stalker2\Content\Paks\~mods\

As mentioned, the backpack mod works in this folder, so I know it loads the mods here.

Posted
15 minutes ago, DPI Wizard said:

Same method, but slightly different path: C:\XboxGames\S.T.A.L.K.E.R. 2\Content\Stalker2\Content\Paks\~mods\

As mentioned, the backpack mod works in this folder, so I know it loads the mods here.

It's possible you need to perform a manual save/reload after installation, I can probably check out compatibility with MS store version tomorrow although I don't see how it'd function any different.

  • Wizard
Posted
13 minutes ago, Strangorth said:

It's possible you need to perform a manual save/reload after installation, I can probably check out compatibility with MS store version tomorrow although I don't see how it'd function any different.

Thanks for the suggestion, but still no effect. It's very strange if there's any difference between the versions considering the backpack mod works, but MS Store does a lot of weird stuff.

image.png

If you set some extreme value like "BaseLookUpRate = 1", does it make the vertical axis extremely slow?

Posted
11 minutes ago, DPI Wizard said:

Thanks for the suggestion, but still no effect. It's very strange if there's any difference between the versions considering the backpack mod works, but MS Store does a lot of weird stuff.

image.png

If you set some extreme value like "BaseLookUpRate = 1", does it make the vertical axis extremely slow?

Here’s a quick breakdown of how MouseX and MouseY currently work in Stalker 2:

1. Defined in the Blueprint:
In the Blueprint (BP_Stalker2Character.uasset), BaseTurnRate and BaseLookUpRate are set as default values - ("BaseTurnRate_0[9]": 85.0) + ("BaseLookUpRate_0[10]": 75.0). These defaults are part of the compiled class (BP_Stalker2Character_C) and act as initial settings for horizontal and vertical sensitivity.

2. Overwritten by Config:
At runtime, the game loads values from the config file (ObjPrototypes.cfg), which includes a MovementParams section. (BaseTurnRate = 40) + (BaseLookUpRate = 30), these values will override the Blueprint defaults.

3. Runtime Behavior:
The engine prioritizes the values from the config file, allowing for adjustments without needing to recompile or modify the Blueprint directly. My mod simply updates the "ObjPrototypes.cfg" and updates the Base rate params to both be 40. So far as I've discovered, it isn't possible to simply change these values in a user exposed .ini which is preferable. They're both "DoubleProperty" type which means double-precision floating-point number in UE5. I've tested with values between 1-100 for both and setting either to "1" means it's barely possible to move your mouse on that axis.


The primary issue is that "ObjPrototypes.cfg" cotains a lot of player focused parameters so lots of modders are using this file so currently you'd have to manually merge values and repack mods for those that share editing targets. I'm currently working on a way to separate these values from the "ObjPrototypes.cfg" but I've had limited time, so not quite ironed it out yet.

Posted
On 23/11/2024 at 07:09, Strangorth said:

Here’s a quick breakdown of how MouseX and MouseY currently work in Stalker 2:

1. Defined in the Blueprint:
In the Blueprint (BP_Stalker2Character.uasset), BaseTurnRate and BaseLookUpRate are set as default values - ("BaseTurnRate_0[9]": 85.0) + ("BaseLookUpRate_0[10]": 75.0). These defaults are part of the compiled class (BP_Stalker2Character_C) and act as initial settings for horizontal and vertical sensitivity.

2. Overwritten by Config:
At runtime, the game loads values from the config file (ObjPrototypes.cfg), which includes a MovementParams section. (BaseTurnRate = 40) + (BaseLookUpRate = 30), these values will override the Blueprint defaults.

3. Runtime Behavior:
The engine prioritizes the values from the config file, allowing for adjustments without needing to recompile or modify the Blueprint directly. My mod simply updates the "ObjPrototypes.cfg" and updates the Base rate params to both be 40. So far as I've discovered, it isn't possible to simply change these values in a user exposed .ini which is preferable. They're both "DoubleProperty" type which means double-precision floating-point number in UE5. I've tested with values between 1-100 for both and setting either to "1" means it's barely possible to move your mouse on that axis.


The primary issue is that "ObjPrototypes.cfg" cotains a lot of player focused parameters so lots of modders are using this file so currently you'd have to manually merge values and repack mods for those that share editing targets. I'm currently working on a way to separate these values from the "ObjPrototypes.cfg" but I've had limited time, so not quite ironed it out yet.

As an update to the forum, @Strangorth has updated the mod now avoiding incompatibility with other mods.

Posted (edited)

Just a heads up, there's two 8x scopes in the game that I know of, one for the VS Vintar and one for the Mark I EMR, both are found in late game areas. Though currently the former seems to be bugged and cannot be mounted it seems.

For our purpose, it's probably better to use the console to spawn these.

Edited by d0shie
  • Wizard
Posted
2 hours ago, d0shie said:

Just a heads up, there's two 8x scopes in the game that I know of, one for the VS Vintar and one for the Mark I EMR, both are found in late game areas. Though currently the former seems to be bugged and cannot be mounted it seems.

For our purpose, it's probably better to use the console to spawn these.

The one for the VS Vintar is impossible to pick up when spawned (for me at least), and the one for the EMR doesn't attach when spawned as you mention. Not sure if it's related to lack of progress, but likely they are identical to the other 8x scopes.

Posted
3 hours ago, DPI Wizard said:

The one for the VS Vintar is impossible to pick up when spawned (for me at least), and the one for the EMR doesn't attach when spawned as you mention. Not sure if it's related to lack of progress, but likely they are identical to the other 8x scopes.

You're probably right, the EMR 8x came attached with the gun itself that I picked up, where I don't remember. Anyway I didn't realize that you already had calculations for the 8x scopes already. Thanks!

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