s2cfgtojson
v7.0.23
Published
Converts Stalker 2 Cfg file into POJOs
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Stalker 2 CFG to JSON Converter
A utility to convert Stalker 2 .cfg configuration files into structured JavaScript objects (POJOs), enabling easier mod development and analysis.
Key Features
- Struct Class: A flexible base class for parsing and generating Stalker 2 config structures, handling nested data, wildcards, and indexed entries.
- TypeScript Support: Built with TypeScript for type safety and clarity.
Getting Started
Prerequisites
- Node.js ≥24
- npm (or pnpm/yarn)
Installation
In your project directory, run:
npm install s2cfgtojsonOr, if you checked out the repository, you can install dependencies directly:
npm installUsage
Import the Struct class from Struct.mts to parse or generate Stalker 2 config data. For example:
import { Struct } from 's2cfgtojson';
const config = new Struct();
// Use methods like `toString()` or `fromString()` to process configsExample
Convert a .cfg file to a structured object:
const configText = `
BasePhantomAttack : struct.begin {refkey=BaseAttackAbility}
TriggeredCooldowns : struct.begin
[0] : struct.begin
CooldownTag = Ability.Cooldown.RunAttack
Duration = 50.f
struct.end
struct.end
struct.end
`;
const parsed = Struct.fromString(configText)[0];
console.log(parsed.TriggeredCooldowns);Quest Node Planner Skill
This package includes a Quest Node Planner skill for AI-assisted quest authoring. It turns plain-language quest descriptions into complete S.T.A.L.K.E.R. 2 quest content packages — quest node graphs, dialog chains, journal entries, markers, rewards, and all supporting structs.
Describe a quest in plain language and the planner will:
- Resolve real content IDs from your local
GameLitedata (NPCs, items, dialogs, journals, markers) - Determine every struct the quest needs (nodes, dialog, journal, globals, rewards, generators)
- Produce a structured plan with concrete SIDs, a node graph, edges, placement guidance, and validation risks
Example prompt:
Plan a fetch quest where Barkeep in the Skadovsk asks the player to retrieve a unique PDA from a bandit camp, with a money reward on turn-in and an option to decline.
Key design principles
- All new structs must patch an existing base cfg file — the game won't read arbitrary new files.
- The skill prefers reusing existing content (items, markers, generators) over creating new prototypes.
- If something can't be resolved from local data, the skill asks you instead of guessing.
Development
Tests
Run tests using:
npm testContributing
Feel free to contribute by submitting issues or pull requests. Ensure your code adheres to the project's coding standards and includes tests for new features.
License
Free to use in non-commercial projects.
Notes
Thanks, GSC and modders for providing the community with tools to enhance the modding experience.
