Alive Movement v1.2.2
Lightweight gameplay tweak that rebalances parkour, stamina and water slowdown so the Stalker feels responsive and under your control: you can actually use jumps and melee, wade through puddles like a human, and the game stays harsh and punishing.
Overview
This mod carefully adjusts parkour, stamina and water slowdown so the player character feels alive and responsive:
you can actually use jumps and melee, walk through shallow water normally, while the game remains hardcore.
The goal is not to make S.T.A.L.K.E.R. 2 easier, but to remove artificial friction that stops you from playing.
1. Parkour / vaultingThe mod tweaks the player’s VaultingParams.
The Stalker now:
– reliably vaults fences and low obstacles, instead of refusing to climb when he obviously could;
– stops auto-climbing on top of tall objects every time you just want to vault into a van/through a window;
– behaves predictably:
– small ledge → a clean, precise vault;tall object → no “auto-launch to the roof”.
The mod does not add new animations – it only adjusts the logic of the existing parkour system.
2. Stamina & melee combatThe StaminaPerAction block for the player has been rebalanced:
– Jumping is noticeably cheaper – you can jump when you need to without losing half of your stamina bar.
– Melee attacks:
– normal swing and buttstock hit are cheap;
– strong attack still costs a meaningful amount of stamina,
– but no longer turns you into a statue after a couple of swings.
– Run & sprint:
– sprint still drains stamina, so you can’t hold it forever without thinking;
– regular run is slightly more expensive than the “almost free” vanilla version,
– to keep the idea of endurance intact without punishing basic movement.
The idea is simple:
stamina should shape your tactics, not forbid you from using jumps and melee.
3. Water & movement slowdownThe mod fine-tunes WaterContactInfo together with the WaterMovementVelocityChange effect:
In puddles and shallow water the Stalker:
– slows down, but doesn’t turn into a concrete pillar;
– can steadily walk through water up to the waist, as long as it’s still a safe depth.
In deep water, nothing is trivialized:
– going too far is still dangerous and deadly –
– if you push your luck into deadly depth, that’s on the player, not on the mod.
Conceptually, water is treated as a hazard and a movement penalty,
not as a magic wall that completely disables your legs the moment you touch it.
Design philosophy
– No “easy mode” – the goal is to remove unnecessary, frustrating friction:
– parkour becomes convenient but not cheaty;
– stamina punishes reckless play, not the very fact you pressed “jump” or “attack”;
– water slows you down, but doesn’t “break your legs” in every single puddle.
– The mod does not touch damage, weapons, loot or economy –
-only movement and stamina behaviour of the player.
Technical / compatibility
– All changes are made through patch / override structs
– (e.g. Player…Override : struct.begin {refurl=…; refkey=…}) instead of blind full-file replacements.
– This significantly reduces the risk of conflicts with other mods that use the same .cfg files,
– as long as they don’t modify the exact same fields.


