• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
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Here's our to-do list, theres actually quite a bit more bit it wouldnt all fit: https://files.facepunch.com/forum/upload/180967/a572d929-000f-42a6-b4b9-807e5f96bdd9/474981a151ae02a8acc2d8ebab96ee1b.png There are definitely going to be major gameplay overhauls, and anything that we think should be changed and is possible to be changed is most likely going to be changed. The major overhaul we currently are working on is weapons, with a huge variety coming in at about ~180 weapons, all with two seperate reload animations (tactical and full), bullet chambering, barrel smoke, and I plan on adding some other stuff as well. But also, due to the positive feedback on my idea about a new, custom take on the zone, the story mode included within our mod will contain various different storylines that each have their own custom mechanics to make different playthroughs more enjoyable (for example, the military will have a ranking system that allows you to increase your squad size and possibly even send people on missions as you are promoted through the ranks). Story is definitely in an extremely early stage right now, but now that we have some clue as to what the basis of the setting will be, work will begin on creating the characters, mutants, factions, and dangers that inhabit this new zone. I have some very interesting ideas, and if you have any of your own you'd wish to share, you can of course do it on here but I'm always interested and willing to talk more in depth about your thoughts, which you can do so by adding me here: Steam Community But, as for another question, how much of the zone could I change becomes just too different? Should I even care? I know this is supposed to be a new take on the zone, but would it be heretical if I made the setting not even Chernobyl? I want to pay homage to the originals since I'm using their engine for my own story, but does it make sense to re-arrange the map if the setting is still Chernobyl, just a different "universe". Should I ditch the Chernobyl setting entirely? Also, for new variations of mutants, would you guys be interesting in seeing new models (ones that fit within the game, obviously)? How about completely changing the behavior of current mutants, to give them a new purpose? Tell me if you'd rather see just new additions, or a complete change of everything.
I say go for it - make Stalker new and fresh and weird again, as long as you can keep internal verisimilitude and 'realism'.
That's what I was leaning torwards, I definitely want to change how some of the vanilla mutants work to be able to use them as story pieces and better enemies. Also, sorry for constantly clogging this thread up with the shit I'm working on, but heres some content: https://www.youtube.com/watch?v=37DIQ6ndZYE&feature=youtu.be There are two different muzzle smoke types, small and large, for when you shoot continuously for a short period time vs a long time respectively. This weapon "base" is really starting to come together now. Big shoutout to @Loner for not just creating the muzzle smoke particles, but also setting me up with a huge repository of other new particles that I can add to these weapons as well. He's also been a fantastic help in general, so keep in mind this wouldn't be possible without him
i wish more modders hate this attitude
hey i heard a story mode is slowly being made let me in on it
TFW was for me one of the best mods, because it was a sandbox mod with a metagame. there was that one overarching thing to do, namely kick freedom ass. I like when games do that, same reason I love Mount&Blade. It's important not to mistake a story mode for that though, these two are fairly different.
No, you shouldn't care. Why would you limit your ideas if you feel there's something great and unique can come out of it? As long as your concept is reasonable then you're doing nothing wrong. Besides its your own creation, no one really owns you anything. I myself would love to see new ideas in stalker series. I'm not sure if i have any useful thing to share at the moment, I have been trying to port and learn from MLR for a while now. That mod is s great source to learn about multi-staged quests and creating new characters (despite that its weirdly written, russians just deal with scripts in a weird way!) I want to craft some dynamic quests if its possible, they can be a great addition for CoC and CoM. If i came up with anything useful, i will make sure to share it with you. It's a huge addon for CoC, adds about 50 new characters, a lot of quests and a new map. There are many nice scripted questlines too, you can waste good time on it. But it's far from perfect, at least from my prespective. Cordon and Darkscape are merged in a weird way, an old build of Garbage is used (i think the same one from Lost Alpha). The creator is such a weirdo, he wants to remove Clear Sky faction completely in the next patch cause "THEIR EXISTENCE DON'T MAKE ANY SENSE, BLYAT!". It's still a worthy mod, here's the link if anyone wanna give it a try: MLR 8.3 – English translation 1.3.2 [1.4.22] addon
https://www.youtube.com/watch?v=1pDbK1bjlPQ&feature=youtu.be Thanks to @Alundaio , figured out how to override default engine behavior and essentially script NPC's through LUA.
You say that most people cant agree what they want in mod? For past years I see the same thing that people want.... Even on this forum its all the same. Its just a matter of reading it. So you know, maybe" change a seat" and look at it from different perspective? Take a break, spend some times playing it, like really playing, and maybe you will find some good ideas about what players would want. Opinions are polarized and will always be so. What I want out of the mod is just as good as a decision than trying to please everyone. "Change of seat" What the hell do you think I'm doing or have been doing? Each major version of CoC had someone other than me help with the balancing and other such things. 1.3 was a Russian no longer on the team and 1.4 was Darryl and now 1.5 is Balathruin. I know what I'm doing man.
Anyone down to do an unpatched SoC playthrough? I still have the disc just don't have a working dvd drive.
Just to spitball a bit here: If I created a sort of alternate campaign to the ones we got for SoC, CS, and COP I'd follow in Fallout: New Vegas's shadow. That is to say, I'd introduce a new faction or change the relationship of an old one that has some main purpose/thread that becomes apparent midgame. For NV it was reaching Mr House and him laying out his plans, then you decide on what to do. In this case, you could pick C-Consciousness (Or C-Consciousness by proxy, say some possessed representative if you don't want to reveal its presence) and want him to do something like find someone or destroy the wishgranter or something then have alternate versions of it with the other factions. Duty, Freedom, etc.
Not gonna lie, that'd be pretty rad.
How does HUD size regarding aspect ratios work in Stalker games? Is it possible to prevent stretching on ultrawide displays or is that unmoddable
About Dead Air.... That feature that break separate parts of gun(like: ISSUE: Deformed Barrel) is handled by script "items_condition.script"? In weapon ltx part ""condition_avail"" says what break can gun have, and that script manage that? It is possible to modify it so guns dont break those parts that often?
So I decided to try Anomaly, the Last Day-based modification. But it's still the same irritating Last Day shit that really ruins it, at least I found medkits this time but they didn't do jack shit, had to eat up about 4 uses from them to get me from near dead to about 75% and that took minutes to actually heal. In addition radiation apparently requires 2 bottles of vodka, some "Altoid" radiation pills and 4 uses of the generic radiation poisoning drugs to get somewhat rid of it. So it's still a miserable mod to build upon, way too many half assed and way too complicated features such as skinning, repairing your guns and other "realistic" stuff that isn't fun or actually challenging. Shopkeepers also sell basic foodstuffs for over 10kR a piece and you need the swiss knife to open them. Never mind the other clutter they sell which is just way too much. In addition there's a woman stalker in the newbie camp and if you suggest that she'll "pay in kind" for a quest she'll go hostile and seems to be invulnerable. Great!
Ever since working on MISERY, I've come to dislike it more and more. It's become the "complete" mod of today with mods like Dead Air, Last Day and Anomaly, while all I'm sure are great mods, doing the same thing and doing it wrong. I'm certainly not hopping on the hate-bandwagon, because I think that's weak. But, I have to admit out of all big mods, MISERY and it's sister projects featuring it as a base all feel way too niche for me. It's almost as if the creators want me to talk to myself in the mirror for 15 minutes, telling myself I'm a shit human being and deserve this experience. There's no feeling of victory, neither do I feel like there's incentive to explore the entire new branch of additions these mods add, because it's all pointless when you get killed by the stupidest stuff. A pack of dogs are lethal, but in a sense of them needing literally to be blown up to kill them since bullets seem to do no damage to them. I wish these mods put emphasis on gunplay more. And the scavenging part of the mods. Sure, fancy graphics are nice. But, stuff like the wiping your mask, magazine reloading near a campfire, having animations for looting / searching corpses, gun jam animations and whatever stuff you can name, name it. The details is where these mods really catch my attention. DA managed to make me shill it to you guys a bit since I felt like it was finally going to answer these long time longings i had, but to no avail. A lot of them have great features and are promising mods and I'm in no way a "professional mod reviewer", but I can tell from experience mods like these don't fit me. I dislike them. I'd rather port the nice features to base CoC with a good weather mod, solid textures and STCoC 2.9 and call it a day.
Just having a magazine system in a mod would sell it to me, played a lot of Zone of Alienation just because of that feature. Sure it was fucking janky but having to manage magazines and loading them was great. Now just add that on top of for example, LURK's ballistics and weapon variety, CoC with more randomly generated quests and other small neat features that won't make you hate life and you're set. I'm a stickler for good realistic weapon variety and handling too, I don't want no F2000's or other weird space age prototype rifles, just the cheapest and most widely available shit in my Zone thank you.
I almost wish there were more obscure weapons in these stalker mods as opposed to the same 'classics' over and over. I remember seeing an obrez in Dead Air which was probably the only redeemable thing about it. Stoners, calicos, pepperbox .357s, and even maybe some asian weapons even if they don't make that much sense. I've yet to see a game with a Daewoo rifle. It just gets boring seeing all the same AK and AR-style variants in every game, would be neat to see something new.
Yeh, there really only needs to be a few AK and AR variants, not every single one ever devised. Boring as fuck.
I always prefer OWR for that reason. Everytime i use AO it becomes AK AK AK all it does is make me pick the AK with the best animation and drive me crazy when i pick up my 105th ak in a row
What we need is the reloading system of ZoA, the stealth of LURK, the content of people soup, and the freeplay of coc all in one mod.
And Vodka system like in Bandit Simulator!
So, what releases first, Stalker 2 or Gunslinger? The race is ON
Is that available in eng?
All I want from CoC is a well polished faction wars mod so I can treat the game like Mount and Blade w guns and vodka
This is why I love Clear Sky no matter what.
I feel ya but as a digression, you might want to check out Freeman Guerrilla Warfare
How does Clear Sky differ from faction wars mod for CoC?
What if you could gather resources, gain followers, hire mercs, equip them, and then send them on a mission to further your influence? But hey, thats just an idea ;)
Remember Total Faction Warfare for Clear Sky? That was fun
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