[{"data":1,"prerenderedAt":919},["ShallowReactive",2],{"en-news-zone-kit-phase-2-new-features":3},{"id":4,"title":5,"body":6,"description":16,"extension":868,"head":869,"meta":892,"navigation":66,"path":908,"schemaOrg":909,"seo":915,"stem":917,"__hash__":918},"enNews\u002FenNews\u002Fzone-kit-phase-2-new-features.md","Zone Kit Phase 2 Is Live: Quest Creation, Voiceover, and More Modding Tools",{"type":7,"value":8,"toc":855},"minimark",[9,17,22,51,67,76,84,89,94,142,159,165,170,222,237,243,255,260,282,294,300,305,310,332,344,350,355,360,372,378,383,445,451,463,468,495,501,507,512,521,558,565,618,625,654,661,668,731,737,792,799,805,819,826],[10,11,12],"p",{},[13,14,16],"span",{"style":15},"color:hsl(40,4%,53%);","Stalkers,",[10,18,19],{},[13,20,21],{"style":15},"The Zone Kit, a modification tool for S.T.A.L.K.E.R. 2: Heart of Chornobyl, received a massive update moving from Phase 1 to Phase 2. Even more internal tools we used for developing S.T.A.L.K.E.R. 2 are now at your disposal. Quick summary:",[23,24,25,31,36,41,46],"ul",{},[26,27,28],"li",{},[13,29,30],{"style":15},"You can create your own stories and quests, scripting them visually ",[26,32,33],{},[13,34,35],{"style":15},"Write, edit, put in or delete any text in-game ",[26,37,38],{},[13,39,40],{"style":15},"Customize, delete, or add your own sounds and SFX, including dialogs voiceover",[26,42,43],{},[13,44,45],{"style":15},"Save and Load any mod data you want",[26,47,48],{},[13,49,50],{"style":15},"Test your mods DIRECTLY in the Zone Kit Editor by using Play In Editor, including .cfg-based mods",[52,53,56],"div",{"className":54},[55],"raw-html-embed",[57,58],"iframe",{"width":59,"height":60,"src":61,"title":62,"frameBorder":63,"allow":64,"referrerPolicy":65,"allowFullScreen":66},760,430,"https:\u002F\u002Fwww.youtube.com\u002Fembed\u002FYug-2CUYOOw?si=DVA6A5suPYmsQHIy","YouTube video player","0","accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share","strict-origin-when-cross-origin",true,[68,69,72],"figure",{"className":70},[71],"media",[73,74],"oembed",{"url":75},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=Yug-2CUYOOw",[77,78,80],"h3",{"id":79},"write-your-own-story",[13,81,83],{"style":82},"color:hsl(36,49%,90%);","WRITE YOUR OWN STORY",[10,85,86],{},[13,87,88],{"style":15},"You can now create your own quests using the tools we’ve used during development of S.T.A.L.K.E.R. 2. Everything is blueprint based, with visual scripting for easier navigation and quest creation. Combined with other tools you can easily create both simple and complex stories: bring back the Brain Scorcher, set Yaniv on fire, add more quests to bartenders at hubs, and much more.",[10,90,91],{},[13,92,93],{"style":15},"We covered all its features in both simple and complex guides:",[23,95,96,109,119,132],{},[26,97,98],{},[99,100,102],"a",{"href":101},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FQuest_Tool_complete_guide.pdf",[13,103,105],{"style":104},"color:hsl(36,86%,52%);",[106,107,108],"u",{},"Quest Tool Modding Guide",[26,110,111],{},[99,112,114],{"href":113},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FZone_Kit_Quest_Toolset-Creating_your_first_quest_modification_from_a_clean_slate.pdf",[13,115,116],{"style":104},[106,117,118],{},"Your First Quest Modding Guide",[26,120,121,129],{},[99,122,124],{"href":123},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FHow_to_launch_newly_created_quest_in_build_without_console.pdf",[13,125,126],{"style":104},[106,127,128],{},"Launching Quests Without Console",[13,130,131],{"style":15}," ",[26,133,134],{},[99,135,137],{"href":136},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FLaunching_new_quest_in_game_build_using_ModWorldSubsystem.pdf",[13,138,139],{"style":104},[106,140,141],{},"Launching Quests with ModWorldSubsystem",[10,143,144,154],{},[145,146],"img",{"className":147,"style":149,"src":150,"alt":151,"width":152,"height":153},[148],"image_resized","aspect-ratio:1920\u002F1080;width:50%;","\u002Fuploads\u002F2_03ee26b8f7.jpg","2.jpg",1920,1080,[145,155],{"className":156,"style":149,"src":157,"alt":158,"width":152,"height":153},[148],"\u002Fuploads\u002F1_3f3d49be01.jpg","1.jpg",[77,160,162],{"id":161},"place-anything-on-the-map",[13,163,164],{"style":82},"PLACE ANYTHING ON THE MAP",[10,166,167],{},[13,168,169],{"style":15},"Need to spawn an NPC or item to progress the story? — no problem! Want to put something bigger on the existing map? — also possible! For those familiar with Unreal Engine — you can put any actor on the World Map and configure interactions with it. We obviously provided this option for doing quests, but with your imagination you can go far beyond that.",[23,171,172,182,192,202,212],{},[26,173,174],{},[99,175,177],{"href":176},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FIntro_to_actor_&_placeholder_mods.pdf",[13,178,179],{"style":104},[106,180,181],{},"Intro to Actors & Placeholders",[26,183,184],{},[99,185,187],{"href":186},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FHow_to_add_new_actors.pdf",[13,188,189],{"style":104},[106,190,191],{},"Adding New Actors Modding Guide",[26,193,194],{},[99,195,197],{"href":196},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FHow_to_delete_vanilla_actors.pdf",[13,198,199],{"style":104},[106,200,201],{},"Deleting Actors Modding Guide",[26,203,204],{},[99,205,207],{"href":206},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FHow_to_patch_vanilla_actors.pdf",[13,208,209],{"style":104},[106,210,211],{},"Patching Actors Modding Guide",[26,213,214],{},[99,215,217],{"href":216},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FHow_to_mod_placeholders.pdf",[13,218,219],{"style":104},[106,220,221],{},"Placeholders Modding Guide",[10,223,224,227,232],{},[225,226],"br",{},[145,228],{"className":229,"style":149,"src":230,"alt":231,"width":152,"height":153},[148],"\u002Fuploads\u002F3_f2479df1a7.jpg","3.jpg",[145,233],{"className":234,"style":149,"src":235,"alt":236,"width":152,"height":153},[148],"\u002Fuploads\u002F4_5587e18c62.jpg","4.jpg",[77,238,240],{"id":239},"localize-and-voiceover-anything",[13,241,242],{"style":82},"LOCALIZE AND VOICEOVER ANYTHING",[10,244,245,248],{},[13,246,247],{"style":15},"We partnered with AudioKinetic to integrate the Wwise support into the Zone Kit, so now you can add, delete, or modify basically any sound in the game, from ambient music and SFX to full voiceovered dialog lines! You can claim your Wwise temporary license here (valid for 3 months, you can renew it): ",[99,249,251],{"href":250},"https:\u002F\u002Fwww.audiokinetic.com\u002Fen\u002Fprofile\u002Fschool\u002F6808\u002F",[13,252,253],{"style":104},[106,254,250],{},[10,256,257],{},[13,258,259],{"style":15},"The Localization Tool, on the other hand, is a beast that allows you to modify, create new, or delete any text in-game. Write your NPC dialog lines, change texts in notes and weapon descriptions, basically everything that is TEXT can be modified with this tool.",[23,261,262,272],{},[26,263,264],{},[99,265,267],{"href":266},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FAudio_modding_quick_start_guide.pdf",[13,268,269],{"style":104},[106,270,271],{},"Audio Modding Quick Start Guide",[26,273,274],{},[99,275,277],{"href":276},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FMod_TextTool.pdf",[13,278,279],{"style":104},[106,280,281],{},"Localization Tool Modding Guide",[10,283,284,289],{},[145,285],{"className":286,"style":149,"src":287,"alt":288,"width":152,"height":153},[148],"\u002Fuploads\u002F10_d497d6b212.jpg","10.jpg",[145,290],{"className":291,"style":149,"src":292,"alt":293,"width":152,"height":153},[148],"\u002Fuploads\u002F7_4708b730a7.jpg","7.jpg",[77,295,297],{"id":296},"mod-dependency-and-saveload-systems",[13,298,299],{"style":82},"MOD DEPENDENCY AND SAVE\u002FLOAD SYSTEMS",[10,301,302],{},[13,303,304],{"style":15},"No need to do work-around backflips to try to save the position of the items in open world, things in inventory, progress of your own story, etc. The Save and Load feature is now available in the Zone Kit Phase 2 as well. Any progress of your mod can now be recorded and properly stored in game files, and even be visible to players in their save files!",[10,306,307],{},[13,308,309],{"style":15},"The mod dependency system lets any modmaker properly set up and check dependencies between files of other mods to make sure multiple mods can coexist, or at least try to.",[23,311,312,322],{},[26,313,314],{},[99,315,317],{"href":316},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FSave_Load_system_for_mods.pdf",[13,318,319],{"style":104},[106,320,321],{},"Save\u002FLoad System Modding Guide",[26,323,324],{},[99,325,327],{"href":326},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FSimple_mod_dependency_system.pdf",[13,328,329],{"style":104},[106,330,331],{},"Simple Mod Dependency System Guide",[10,333,334,339],{},[145,335],{"className":336,"style":149,"src":337,"alt":338,"width":152,"height":153},[148],"\u002Fuploads\u002F9_9858ac6580.jpg","9.jpg",[145,340],{"className":341,"style":149,"src":342,"alt":343,"width":152,"height":153},[148],"\u002Fuploads\u002F11_83b02ecb6d.jpg","11.jpg",[77,345,347],{"id":346},"even-more-things-to-create",[13,348,349],{"style":82},"EVEN MORE THINGS TO CREATE",[10,351,352],{},[13,353,354],{"style":15},"All the tools are not tied only to the quests and stories you want to build. Quest Tool, Text Tool, Wwise and other instruments introduced in Phase 2 are extremely powerful even outside of their direct scope of work, it’s up to you how to use them.",[10,356,357],{},[13,358,359],{"style":15},"Now it is much easier to dig into the game under the hood and not only do something simple, but something massive. Overhaul existing or create new mechanics. Draw entirely new logic systems for the things you want to add or customize in the Zone. Doing BIG and COMPLEX modifications is now easier!",[10,361,362,367],{},[145,363],{"className":364,"style":149,"src":365,"alt":366,"width":152,"height":153},[148],"\u002Fuploads\u002F6_563cbab7b3.jpg","6.jpg",[145,368],{"className":369,"style":149,"src":370,"alt":371,"width":152,"height":153},[148],"\u002Fuploads\u002F8_7089bb7fa2.jpg","8.jpg",[77,373,375],{"id":374},"more-zone-kit-phase-2-guides",[13,376,377],{"style":82},"MORE ZONE KIT PHASE 2 GUIDES",[10,379,380],{},[13,381,382],{"style":15},"Big and small, covering simple .cfg contents and complex game features and debugging utilities, all your to explore.",[23,384,385,395,405,415,425,435],{},[26,386,387],{},[99,388,390],{"href":389},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FHow_to_apply_modifications_to_vanilla_.cfg_files.pdf",[13,391,392],{"style":104},[106,393,394],{},"Modifying vanilla .cfg files",[26,396,397],{},[99,398,400],{"href":399},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FHow_to_patch_contents_of_a_.cfg_file.pdf",[13,401,402],{"style":104},[106,403,404],{},"Patching .cfg files contents",[26,406,407],{},[99,408,410],{"href":409},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FGame_Features_Modding_Guide.pdf",[13,411,412],{"style":104},[106,413,414],{},"Game features modding guide",[26,416,417],{},[99,418,420],{"href":419},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FDebugging_Utilities_Modding_Guide.pdf",[13,421,422],{"style":104},[106,423,424],{},"Debugging utilities modding guide",[26,426,427],{},[99,428,430],{"href":429},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FBlueprint_API_Guide.pdf",[13,431,432],{"style":104},[106,433,434],{},"Blueprint API guide",[26,436,437],{},[99,438,440],{"href":439},"https:\u002F\u002Fcdn.stalker2.com\u002Fguides\u002FCommand_line_arguments_reference.pdf",[13,441,442],{"style":104},[106,443,444],{},"Command-line arguments reference",[77,446,448],{"id":447},"where-to-download-zone-kit",[13,449,450],{"style":82},"WHERE TO DOWNLOAD ZONE KIT",[10,452,453,456],{},[13,454,455],{"style":15},"You can download the Zone Kit, a modification tool for S.T.A.L.K.E.R. 2, for free in the Epic Games Store: ",[99,457,459],{"href":458},"https:\u002F\u002Fstore.epicgames.com\u002Fp\u002Fstalker-2-zone-kit",[13,460,461],{"style":104},[106,462,458],{},[10,464,465],{},[13,466,467],{"style":15},"Important note: Zone Kit is the SDK tool that has our internal tools and uncompressed assets. But you don’t need to download it in full. We separated it into chunks to save the space of your drives, so make sure you download only the parts of the Zone Kit you actually want to work with. The chunks are:",[23,469,470,475,480,485,490],{},[26,471,472],{},[13,473,474],{"style":15},"The Lesser Zone Kit — Minimalistic SDK for config-only mods",[26,476,477],{},[13,478,479],{"style":15},"Zone Kit Editor — SDK with the Unreal Editor user interface",[26,481,482],{},[13,483,484],{"style":15},"Pre-renders — Chunk with in-game pre-rendered cinematics",[26,486,487],{},[13,488,489],{"style":15},"World Map — Chunk with World Map actors",[26,491,492],{},[13,493,494],{"style":15},"Audio via Wwise — Chunk with audio files, addable via Wwise's free license",[10,496,497],{},[145,498],{"src":499,"alt":500},"\u002Fuploads\u002FZone_kit_2_1280x720_48b7555699.jpg","Zone_kit_2_1280x720.jpg",[77,502,504],{"id":503},"zone-kit-phase-2-patchnotes",[13,505,506],{"style":82},"ZONE KIT PHASE 2 PATCHNOTES",[10,508,509],{},[13,510,511],{"style":15},"We are building the Zone Kit tool in close collaboration with modmakers, and thanks to their feedback both in Closed Beta and in general chats across socials, we’ve not only delivered major updates so anyone can make the Zone their own, but also fixed “anomalies” that were bothering the creation process. Here is what was changed\u002Fupdated\u002Ffixed with the release of the Phase 2:",[10,513,514],{},[13,515,517],{"style":516},"color:hsl(40,4%,53%);font-size:17px;",[518,519,520],"strong",{},"Major updates:",[23,522,523,528,533,538,543,548,553],{},[26,524,525],{},[13,526,527],{"style":15},"Quest modding toolset",[26,529,530],{},[13,531,532],{"style":15},"World actor creation, patching, and deletion — limited support",[26,534,535],{},[13,536,537],{"style":15},"Wwise audio modification system ",[26,539,540],{},[13,541,542],{"style":15},"Localization system for modding ",[26,544,545],{},[13,546,547],{"style":15},"Save\u002FLoad system for mods ",[26,549,550],{},[13,551,552],{"style":15},"Unreal Engine update to 5.5.4",[26,554,555],{},[13,556,557],{"style":15},"Expose character actor classes API to Blueprints",[10,559,560],{},[13,561,562],{"style":516},[518,563,564],{},"Other updates:",[23,566,567,572,577,582,587,592,597,602],{},[26,568,569],{},[13,570,571],{"style":15},"[Zone Kit] Materials: significantly improved material support and compatibility",[26,573,574],{},[13,575,576],{"style":15},"[Zone Kit] Materials: Material Parameter Collection modding support",[26,578,579],{},[13,580,581],{"style":15},"[Zone Kit] Size Optimization: move prerendered cinematics to a separate chunk",[26,583,584],{},[13,585,586],{"style":15},"[Zone Kit] Quality of life: Zone Kit PIE now loads config files of the selected mod",[26,588,589],{},[13,590,591],{"style":15},"[Zone Kit] Quality of life: add \"Show Mod Content\" option to content drawer settings",[26,593,594],{},[13,595,596],{"style":15},"[Zone Kit] Validation: Zone Kit now verifies the integrity of GameData configs on launch",[26,598,599],{},[13,600,601],{"style":15},"[Xbox] Significantly increased limits: up to 50 GiB per mod (instead of 1 GiB), up to 100 GiB in total (instead of 10 GiB)",[26,603,604,607,615],{},[13,605,606],{"style":15},"More guides available on ",[99,608,610],{"href":609},"https:\u002F\u002Fmod.io\u002Fg\u002Fstalker2\u002Fr",[13,611,612],{"style":104},[106,613,614],{},"Mod.IO",[13,616,617],{"style":15}," and Steam Workshop",[10,619,620],{},[13,621,622],{"style":516},[518,623,624],{},"Bugfixes:",[23,626,627,632,637,642,647],{},[26,628,629],{},[13,630,631],{"style":15},"[Steam Workshop] Fix inability of loading saves with installed mods without internet connection",[26,633,634],{},[13,635,636],{"style":15},"[Zone Kit] Quality of life: mod selector is now disabled when PIE is running to prevent bugs",[26,638,639],{},[13,640,641],{"style":15},"[Game] Mod Browser layout improvements and bugfixes",[26,643,644],{},[13,645,646],{"style":15},"[Game] Hidden mods are now displayed for subscribers in Mod Browser",[26,648,649,652,131],{},[13,650,651],{"style":15},"General stabilization and optimization of both Zone Kit and game",[225,653],{},[10,655,656],{},[13,657,658],{"style":516},[518,659,660],{},"Changes since Closed Beta for Update 2.0 Release",[10,662,663],{},[13,664,665],{"style":516},[518,666,667],{},"Updates:",[23,669,670,687,710,721],{},[26,671,672,675,678,681,684],{},[13,673,674],{"style":15},"[Zone Kit & Game] Added ability to write config path rooted ",[13,676,677],{"style":104},"refurl",[13,679,680],{"style":15},"-s in .cfg files, e.g., ",[13,682,683],{"style":104},"@BaseGame\u002FWeaponPrototypes\u002FWeaponPrototype.cfg",[13,685,686],{"style":15},", which auto-resolves the path at runtime",[26,688,689,692,695,698,701,704,707],{},[13,690,691],{"style":15},"[Zone Kit] Added an ability to force an Unreal package into ",[13,693,694],{"style":104},"OverrideContent",[13,696,697],{"style":15}," by adding a ",[13,699,700],{"style":104},"_Override",[13,702,703],{"style":15}," suffix to the asset's name or putting it into ",[13,705,706],{"style":104},"ModName\u002FContent\u002FOverride",[13,708,709],{"style":15}," folder",[26,711,712,715,718],{},[13,713,714],{"style":15},"[Zone Kit] ",[13,716,717],{"style":104},"Show Mod Folders",[13,719,720],{"style":15}," filter is enabled by default",[26,722,723,726,729],{},[13,724,725],{"style":15},"[Zone Kit] Added additional warning popups as bugtraps for writing into vanilla ",[13,727,728],{"style":104},"GameData",[13,730,709],{"style":15},[10,732,733],{},[13,734,735],{"style":516},[518,736,624],{},[23,738,739,747,752,757,762,767,772,777,787],{},[26,740,741,744],{},[13,742,743],{"style":104},"[Game] SpawnOnStart = true",[13,745,746],{"style":15}," placeholders, added by mods, are now actually spawned on a mod install, respawned on a mod update and cleaned after a mod uninstall",[26,748,749],{},[13,750,751],{"style":15},"[Game] Fixed mod save-load to actually allow saving of up to 10 MB of data",[26,753,754],{},[13,755,756],{"style":15},"[Zone Kit] Mod TextTool assets now support multiline text",[26,758,759],{},[13,760,761],{"style":15},"[Zone Kit] Lesser Zone Kit has been updated to use the new mod packaging flow",[26,763,764],{},[13,765,766],{"style":15},"[Zone Kit] Fixed mod packaging failure without World Map chunk installed",[26,768,769],{},[13,770,771],{"style":15},"[Zone Kit] Fixed incorrect cfg-s reload after mod creation\u002Fselection",[26,773,774],{},[13,775,776],{"style":15},"[Zone Kit] Fixed mod packaging crash when trying to package a mod with an invalid journal quest data asset",[26,778,779,781,784],{},[13,780,714],{"style":15},[13,782,783],{"style":104},"GameLite\u002FGameData",[13,785,786],{"style":15}," checksum validation error no longer fails mod packaging",[26,788,789],{},[13,790,791],{"style":15},"[Zone Kit] Fixed crash on removing blueprint interfaces from blueprint classes",[10,793,794],{},[13,795,796],{"style":516},[518,797,798],{},"Patch 1, synced with Update 2.0.4",[10,800,801],{},[13,802,803],{"style":516},[518,804,667],{},[23,806,807,812],{},[26,808,809],{},[13,810,811],{"style":15},"[Zone Kit] Updated Zone Kit Wwise project template with the latest changes from Game's Wwise project",[26,813,814,817,131],{},[13,815,816],{"style":15},"[Zone Kit] Added support for basic mod dependencies system",[225,818],{},[10,820,821],{},[13,822,823],{"style":516},[518,824,825],{},"Bug fixes:",[23,827,828,833,838,843,848],{},[26,829,830],{},[13,831,832],{"style":15},"[Zone Kit & Game] Mod dependencies no longer fail mod packaging in Zone Kit or cause mod conflicts in Game",[26,834,835],{},[13,836,837],{"style":15},"[Zone Kit] Fixed Dialog Mod TextTool asset generating invalid SID-s, resulting in no dialogue localization",[26,839,840],{},[13,841,842],{"style":15},"[Zone Kit] Mod packaging no longer fails if Zone Kit installation folder contains spaces",[26,844,845],{},[13,846,847],{"style":15},"[Zone Kit] Play in Editor no longer crashes Zone Kit if there is no \"Audio via Wwise\" chunk downloaded",[26,849,850,853,131],{},[13,851,852],{"style":15},"[Zone Kit] Prototype SID-s from multiple mods are not reloaded\\cleared when using Reload Configs button or switching between mods",[225,854],{},{"title":856,"searchDepth":857,"depth":857,"links":858},"",2,[859,861,862,863,864,865,866,867],{"id":79,"depth":860,"text":83},3,{"id":161,"depth":860,"text":164},{"id":239,"depth":860,"text":242},{"id":296,"depth":860,"text":299},{"id":346,"depth":860,"text":349},{"id":374,"depth":860,"text":377},{"id":447,"depth":860,"text":450},{"id":503,"depth":860,"text":506},"md",{"script":870},[871],{"type":872,"key":873,"data-nuxt-schema-org":66,"nodes":874},"application\u002Fld+json","schema-org-graph",[875],{"headline":5,"description":876,"datePublished":877,"publisher":878,"mainEntityOfPage":884,"image":887,"@type":891},"Zone Kit Phase 2 is here: build your own quests, place actors on the map, localize and voice anything, and more. 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