• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
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I agree but i honestly wouldn't mind it so much if it was just more clear on what items are for, how to use them, or if they have a use at all.
In updates to Anomaly past 1.4 there are notes you gather from other Stalkers that give manuscripts and recipes for crafting various drugs and items. It kinda makes sense as in teaching your character the various skills over a playthrough.
Why isn't there some kind of basic basebuilding mod for STALKER? Not like anything major, just the ability to set up a small camp with a trader. Is it just not feasible on xray? It would be especially useful when warfare's goin' nuts, there's plenty of empty space around most maps you'd pretty much have no reason to go to otherwise.
so I dont know if anyone here is still into playing SoC mods, but if you're like me you probably thought you couldnt use anything with an enb, like AA2, on windows 10 and just gave up on it. I recently decided to step up to the plate with this bitch again and finally got it to work on windows 10. Few things: Forget about steam. I tried everything with the steam version, it just does not fucking work with any kind of enb. Everything "solution" offered on various forums simply did not work. use your steam CD key to grab a free copy from GOG or otherwise get a repack of the retail version from one of the mega repos (not piracy, you own the fucking thing after all... or do you?) The crucial fixes are listed here: http://www.skyrim-beautification-project.com/win10fix/index.htm You can probably ignore most of them, but the absolute one - for me at least, was step 4 with getting rivatuner and running it with the recommended settings. Run this everytime you want to play SoC with a mod that uses an enb finally, if using the gog version, use the gog launcher to launch your game, not the "settings.exe" which is erroneously suggested on the gog forums as a solution by one person, not least because the setting exe wont let you use commands like -noprefetch and -nointro happy hunting.
https://imgur.com/a/uDrYCAc Quick picture of simulation npcs hanging out in the Yantar bunker. The animpoints can be used at any time regardless, but if it is raining or when night falls, any stalkers in the smart_terrain who can prioritizes heading inside for shelter.
my steam copy works fine but ive got no idea how i did it lmao
Enjoying Narodnya Solyanka a lot, especially cheating the anti-artifact field in X-18 by just dropping mine on the floor and pushing them through. My only issue now is my vision is constantly blurry and it's making me wanna yartz, i'm not thirsty, hungry, or drunk, so can only assume i'm tired but there isn't a single usable bed in Rostok it seems.
Yeah, i did the same thing. Use this gude if you need help. ГИД по Народной Солянке 2016 You need to get a sleeping bag from Sid.
Yeah i figured i had to cause i'd seen him sell them before so i ran all the way back and got one then by the time i got back to the bar, Barkeep was finally selling them too
Playing some CoC warfare. Some cool shit. Expanding the bandit influence. Taking over the Garbage after clearing Darkscape and Dark Valley. Bandits will rule the zone.
This might just be me having a shit memory, but iirc in SoC when you looted a body you also got any money they had on them. This doesn't seem to be the case in Lost Alpha which seems to be fucking stingy with money.
That was never a thing in any vanilla STALKER game, only with mods.
I can't even get that mod to work. I can get the latest version of CoC to work just fine but when I copy over the Warfare files it bitches at me about missing "system.lxt" which never existed in the first place in base CoC and isn't in the Warfare files either.
Finished Lost Alpha's latest version finally. Was it fun? Yes. Do I recommend it? Eh, maybe. A decently expanded arsenal and wonderful set of new/alpha levels are overshadowed by dubious storytelling, obnoxious quest-flow, inconsistent balance, and general instability. It's frustratingly close to being excellent (and a far cry from the terrible plot of older versions), but the problems hold it back and you run around in a mostly dead world aside from very obvious a-life spawn zones and literal mutant hordes. If you want a really long rerun of the story, rehashed - go for it. If you're an exploration whore like me, try it as well (be warned, the world's pretty empty though.) Otherwise I'm gonna say to give this one a pass. There's not enough to enjoy for freeplay or even really deviating for the story. There's no wild scripts or odd missions to enjoy aside from some helicopter fights and a bland push on Monolith with the Military's help at the NPP.
Stumbled across one of my old STALKER videos https://www.youtube.com/watch?v=tX9j-TyapLI Memories
I threw Lost Alpha in the trash when the game decided that fighting through 25 highly armed and accurate mercs wasn't enough of a challenge and spawned 30+ military dude like 5 seconds away that move directly to your location. Then on top of that make you drive away in a shit box car while being obliterated by a chopper only for your reward to be getting all your gear stolen and replaced with fucking garbage. Also, the unskippable cutscenes can lick my balls.
Like a lot of people i don't really like Misery. That said, i really liked the concepts of the Black Road and Dark Zone modes, has anyone tried implementing those into CoC or anything?
LA desperately needs some rebalancing. It throws too much at you at times (and the unlocked alife only compounds it since I think nearby smarts repopulate too fast) and some sequences are just fucking nuts.
You're suppose to run on that one, but I gritted through it. I kinda forgot about that garbage. Unfortunately my skill with the mighty quicksave artifact and mulitple runs of dubious-quality SOUPs, AMK, Miseries, and whatever else have lead me to a never-give-up attitude which meant I went through the game suffering through those and even fighting invisible helicopters. In retrospect, the balance wasn't just bad, it was outright hostile in certain segments. (I think end-game boar count was well over 500.) And there was a serious ammo scarcity mostly compounded by how durable mutants were.
Honestly if the spawn rates were capped or turned way down and boars didn't eat 6 shots of buckshot/a full mag of 5.45 AP/9x39 each it wouldn't be so bad but good lord some times it's ridiculous. Especially how far they'll chase you sometimes, it reminds me of CoP's mutants where they'll just endlessly chase you to the end of the earth for no reason.
I forgot to mention the damn bugs, but since this is a STALKER mod that's forgone conclusion that it'd be buggy. I had to re-do that friggin quest to find your thumb drive and encoded notebook like 10 times because the quest kept breaking and causing the game to crash. I also noticed that quick saving and quick loading can also cause enemies to respawn or something sometimes. Like I could clear out a area, save, die, reload and then a dude will crawl out my ass and kill me. Seems to happen more underground and I have no idea if it's the game getting confused or enemies are just falling through the ground. Now this was an issue in the base game but the minimap is worthless while you're underground which sucks because all the facilities are now much larger and confusing to navigate. Oh and that quest where you're asked to kill a "sniper" after you find an AK to kill him with made me just annoyed when I found out he was just a dude with an over-under TOZ firing slugs. Like hell, given how lethal enemies are in the damn mod an actual sniper rifle at that stage would have been very welcome loot!
He used to have an AKM with a sniper scope, I dunno why they changed it for 1.4007 tbh
weapons switch to empty anims after unloading the weapon disabled zombie wounded state rank increase for mutants/stalkers is specific to rank/mutant type and has a small amount of rng to make it less static achievement and various actions rank/rep gain overhaul changed level changer text changed artifact/outfit/wpn attribute names slighty aim in/aim out sounds hit effects removed map spots removed mech toolkits/tasks (create better system for this) unlocked all doors removed npc_vs_box removed npc punching death_manager rank/community wpn condition factor disabled psi storms travel time between levels removed medics from simulation removed darkscape removed deserted hospital
removed npc punching/stealing weapons disabled psi storms removed deserted hospital I personally like those things..... :/ NPC punching give nice WTF effect in game, psi storm was nice addition to normal blowout and hospital was just nice closed map and additional route to CPP
Psi-storms i liked but the Hospital i don't really mind much, yeah it was another route to the CNPP but it didn't really serve any other purpose, there was no reason to ever go there.
Is gunslinger out yet??
I'm sure this thread would've gone insane if it did.
it's been awfully quiet on their end lately.
yeah sure here's the download li
Blimey, i've been missing out on quite a bit. Played a full playthrough of CoC for the first time and I made my secret wish in the heart of the Zone. Great fun!
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