• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
What mod is that? I don't think I've seen that HUD before... or that gun.
[QUOTE=Chickens!;41976082]3 attempts to install Misery 2 have failed. First time I accidentally closed Chrome. 2nd time I accidentally closed Chrome. After installing anti-download-interrupting-countermeasures 3rd time .rar is corrupted. [editline]26th August 2013[/editline] Is it even WORTH IT ;~;[/QUOTE] ! C:\Users\Sean\Downloads\rebuilt.MISERY2-flashquick.zip: CRC failed in data\gamedata\textures\wpn\aks74_w_kollim\wpn_upgrade.dds. The file is corrupt ! C:\Users\Sean\Downloads\rebuilt.MISERY2-flashquick.zip: CRC failed in data\gamedata\levels\zaton\level.cform. The file is corrupt I'm gonna flip the fuck out RAWR [editline]27th August 2013[/editline] I'm certainly Miserable.
[QUOTE=Chickens!;41977784]! C:\Users\Sean\Downloads\rebuilt.MISERY2-flashquick.zip: CRC failed in data\gamedata\textures\wpn\aks74_w_kollim\wpn_upgrade.dds. The file is corrupt ! C:\Users\Sean\Downloads\rebuilt.MISERY2-flashquick.zip: CRC failed in data\gamedata\levels\zaton\level.cform. The file is corrupt I'm gonna flip the fuck out RAWR [editline]27th August 2013[/editline] I'm certainly Miserable.[/QUOTE] Try the torrent version, that worked fine for me. Also anyone having any issues with Misery 2.0, where after loading a save it would crash? [editline]27th August 2013[/editline] How rude of me not to provide a [URL="http://kickass.to/misery-2-0-stalker-cop-mod-t7680996.html"]link[/URL] to said torrent.
[QUOTE=Rockeiro123;41978335]Try the torrent version, that worked fine for me. Also anyone having any issues with Misery 2.0, where after loading a save it would crash? [editline]27th August 2013[/editline] How rude of me not to provide a [URL="http://kickass.to/misery-2-0-stalker-cop-mod-t7680996.html"]link[/URL] to said torrent.[/QUOTE] I've tried 4 times from 3 places, including Torrent 1 version.
I really want to replay CoP again, so my question is how much has Redux evolved so far? I used to love except for some crashes during the level changer loading sequences, at one point I couldn't play it anymore because it was so broken but that was over 2 years ago or so. I would like to try SGM but my rig can't handle it. Misery looks also nice but I want a vanilla experience.
[QUOTE=junker154;41978460]I really want to replay CoP again, so my question is how much has Redux evolved so far? I used to love except for some crashes during the level changer loading sequences, at one point I couldn't play it anymore because it was so broken but that was over 2 years ago or so. I would like to try SGM but my rig can't handle it. Misery looks also nice but I want a vanilla experience.[/QUOTE] You could try a mod like MSO to make things a bit more interesting.
What does MSO change and does it require a good pc? My pc is capable or running CoP with a few enhancements but anything more extensive just kills my rig.
[QUOTE=junker154;41978576]What does MSO change and does it require a good pc? My pc is capable or running CoP with a few enhancements but anything more extensive just kills my rig.[/QUOTE] MSO is Massive Simulation Overhaul. It adds a whole bunch of improvements to A-Life. Stalkers are much more active and also have no restriction on what armor or weapon they can use. As for the performance part, if I remember correctly, it can be configured to your liking to make it less intense on your system. [editline]August 26, 2013[/editline] Found a list of changes, it's a bit big but here(copied from readme): [quote] ------------------------------------------ MAIN FEATURES: ------------------------------------------ - complete revamp of all locations spawns both in therms of what is spawned, where and in what number - complete revamp of npc and mutant simulation behaviours - what they do and where they go at which hours (old A-life in CoP called 'simulation') - proper and logical repopulation of all quest-related locations (ex. water treatment or workshop in Zaton) - introduction of number of custom proffesions for npcs, ex. hunter and scientific squads (look below for details) - complete overhaul of Pripyat in above mentioned aspects - all factions adn proffesions are present there, along with a lot of mutants - generally a lot of stuff is going on there now - overhaul of npc fighting skills: it is now rank and faction depended with masters having much better accuracy and reaction times then noobs - overhaul of NPC's vision setting - noobz are much less perceptive and detect player slower than masters (especially at nights) - large tweak of NPC combat 'speach' - no one will warn about grenade throws for example. Higher ranks tend to speak even less and remain silent. - improvement to 'neutral bases' behaviour (ex. Skadovsk and Scientists Bunker) - NPC's patroling perimeter will actively 'defend' bases by shooting to wandering mutants and hostile factions. - AI Tweaks: vast improvements to all NPC on-line behaviours: * fighting over long distances (rank / faction depended) * detecting & ignoring enemies (rank / faction depended) * pursuing escaping enemies (rank / faction depended) * proper sprinting for cover from Blowouts & ignoring combat on the way * looting of all dead bodies * proper and fast aid to wounded comrades - AI Tweaks: introduction of npc running in combat (rank / faction depended with included options) - Alundaio Plugin Pack: completely random (yet diversified by rank and faction) NPC gear with proper weapon attachements usage - Alundaio Plugin Pack: introduction of facer NPC ability (they wdo meele attacks using their weapons) - Alundaio Plugin Pack: introducion of medkit and bandage usage by NPC's (rank / faction depended) - Alundaio Plugin Pack: introduction of proper AP and special ammo usage by npcs (rank / faction depended) - Number of options to customize mod features (see individual readme's in #Optionals folder) * NPC running * NPC meele ability * Switch_distance - NEW: overhaul of npc armors and squads composition: * Quest / special NPCs squads were generally given better armors - they can handle themselves better in freeplay and scripted fighs are more interesting now * Bandits and Mercs can have cross-mixed squads (they either act as bandits or mercs in a-life) * Merc squads can also have high-ranked soldiers in their squads (deserters / veterans / officers working after hours as highered guns) * Duty and Freedom squads of all types can have Loners in them * Freedom and Loners veteran squads can have soldiers in Clear Sky suits * Loners and Duty veterean squads can have soldiers in Military suits * Monolith can have npcs in armors of all other factions - they're minds where already broken (they will talk 'monolith style') but they have not received they're armors yet * Quest / special NPCs squads were generally given better armors - they can handle themselves better in freeplay and scripted fighs are more interesting now (npc's in armors not typicall to squad's overall faction will always be in minority) ------ FIXES: (great thx to PRP project by shifter and its contributors) ------ - bodies of NPCs and mutants stay for proper ammount of time preventing the Zone from being overflooded with corpses - anomally fields do not get dead and no longer spawn artifacts (thx to mnn) - cleared stash mod - showing locations of already searched stashes - Jupiter burers fix - Kovalski mission in Pripyat fix - crow number fix - Jupiter anomally scanners fix - corrected ironsights aligment (thx to b1ub4k) [/quote]
That sounds really amazing, thank you for the information. Downloading now.
Does MSO work with other mods (or if not does it have comp patches for any)?
[QUOTE=Bloodshot12;41979061]Does MSO work with other mods (or if not does it have comp patches for any)?[/QUOTE] It has a compat patch for AtmosFear and works with a few other mods if I'm correct. I mainly ran AtmosFear and a few price rebalances with MSO. However, a lot of bigger mods come with MSO built in or they come with similar AI tweaks so you shouldn't have to worry too much there.
[QUOTE=LoNer1;41970075][b]Best mod ever 11/10[/b] [url]http://www.moddb.com/mods/stalker-path-to-the-zone[/url] You can see your own 1st person body in this; [video=youtube;JWLSu_LKb74]http://www.youtube.com/watch?v=JWLSu_LKb74&feature=youtu.be[/video] [video=youtube;1rsM5UWBuw4]http://www.youtube.com/watch?v=1rsM5UWBuw4&feature=youtu.be[/video] [video=youtube;CHYazlRKuBk]http://www.youtube.com/watch?v=CHYazlRKuBk&feature=youtu.be[/video] [video=youtube;rJLiWYQDYJg]http://www.youtube.com/watch?v=rJLiWYQDYJg&feature=youtu.be[/video] [video=youtube;zXPemYeUCik]http://www.youtube.com/watch?v=zXPemYeUCik&feature=youtu.be[/video][/QUOTE] The soft shadows (probably from ECB shaders, by the looks of it) and sun shafts (OGSE..) are nothing new, really. And I do believe seeing the first person-body thing a while back.
[QUOTE=Gatekeeper828;41979107]It has a compat patch for AtmosFear and works with a few other mods if I'm correct. I mainly ran AtmosFear and a few price rebalances with MSO. However, [B]a lot of bigger mods come with MSO built in or they come with similar AI tweaks so you shouldn't have to worry too much there.[/B][/QUOTE] Does that include SGM?
[QUOTE=Bloodshot12;41979198]Does that include SGM?[/QUOTE] I don't think so. Instead I believe SGM just has their own AI tweaks made by wizards and shit.
There is a merge pack for SGM 2.1/2.2 that includes MSO, along with AF3 and AMK-style dynamic news. It's all-or-nothing though, you can't use just the MSO part. Is the Paradise Lost mod any good? I want to know if it's worth it before I try to find someplace to download it from. The torrent on the ModDB page is useless.
Is there a way to disable the minimap on the left upper screen in CoP?
Thank you for clearing things out. Really a shame they decided to continue with the backup plan instead of focusing on single player. Really, STALKER is one of the best SP FPS franchise out there. And WTF, why would he dissaprove of the original STALKER team? I mean, COP's results were pretty amazing (the way the handled the engine and how they implemented features) and S2 concept art looked neat. And the Dez0wave + GSC alliance or whatever happened? Is it true that LA will be paid? I also never understood that matter. I recall reading something about GSC giving Dez0 team tools or access to some .DLLs in exchange for allowing LA to be released etc etc. On the modding issue, I have to really congratulate all those who are now modding STALKER in ways never imagined before. [QUOTE]I don't think so. Instead I believe SGM just has their own AI tweaks made by wizards and shit.[/QUOTE] STALKER AI touched by the hands of mighty russian wizards? Were? Now.
Found this little gem today after searching for Sergei Grigorovich. [url]http://stalker-2.org/news/grigorovich-about-stalker-2.html[/url] Also note the poll on the right hand side - 'What is the fate of the Stalker 2?' Some of the screenshots/art/assets look good: [IMG]http://stalker-2.org/images/stories/models/30500875.jpg[/IMG] [IMG]http://stalker-2.org/images/stories/models/34628210.jpg[/IMG] [IMG]http://stalker-2.org/images/stories/models/39948726.jpg[/IMG] [IMG]http://stalker-2.org/images/stories/second-arts/bashnya.jpg[/IMG] [IMG]http://stalker-2.org/images/stories/second-arts/lenin.jpg[/IMG]
Not a fan of that gasmask shape but everything else looks great. That bloodsucker is awesome.
[QUOTE=Thomo_UK;41976832]It's been a long time since I left school, I still remember the day we left and we hung our ties on the school gate. I played stalker then and I still do today, that is when you know a game stands the test of time.[/QUOTE] good times, it kept me company through AIT and my first tour. funny story, i met some battle buddies and a polish guy by them seeing the disk. i kept it under my plate carrier and it cracked. my polish buddy bought me the steam copy though.
That MSO mod for CoP is not that great as I anticipated. It really adds more variety to enemies and such but after half an hour of playing I already got excellent gear with the best detector, I don't like it that much. Might give Redux a shot again.
[QUOTE=Vivi_O;41979350]There is a merge pack for SGM 2.1/2.2 that includes MSO, along with AF3 and AMK-style dynamic news. It's all-or-nothing though, you can't use just the MSO part. Is the Paradise Lost mod any good? I want to know if it's worth it before I try to find someplace to download it from. The torrent on the ModDB page is useless.[/QUOTE] Do you have a link to that mod merge? Or are you talking about that 2.2 English all-in-one?
[QUOTE=junker154;41980070]That MSO mod for CoP is not that great as I anticipated. It really adds more variety to enemies and such but after half an hour of playing I already got excellent gear with the best detector, I don't like it that much. Might give Redux a shot again.[/QUOTE] But the imbalance of gear is a failing of the vanilla game, not MSO, though it does seem a bit off if you're used to the Redux/Misery style of equipment distribution. MSO's biggest benefit, at least to me, is the entire revamp it does for the spawn system. Every quest related area becomes a base for a certain faction after its associated quest is finished, which really helps liven up the maps even if you've already "completed" them. The revised NPC ranks, new NPC jobs and schedules and just general AI improvements really add to the game as well. All that said, the mod works best if it's added to another, bigger mod. It's OK on its own but only if you're previous experience was strictly vanilla. [QUOTE=Ghost101;41980087]Do you have a link to that mod merge? Or are you talking about that 2.2 English all-in-one?[/QUOTE] It's actually just an add-on patch thingy that you install after SGM (2.1 [B]ONLY[/B]) and AF3. [URL="http://www.mediafire.com/download/1yfqf84n77b147t/SGM2.1+Integration+Pack+-+MSO+AI+%26+AF3+Adaptation+%26+Dynamic+News+v1.6.7z"]Here's the link.[/URL] You just install SGM, then AF3, then the MSO/Dynamic News pack and then the translation. The MSO pack has all of the SGM patches and fixes included.
So would I lose the new areas and such added by 2.2? Or is 2.2 mixed into that last patch?
Well I don't recall seeing highly equiped stalkers at Skadovsk with Strikers, G36 and whatnot. MSO changes the squads and their equipement to add a bit of variety and randomness to it, it definitly enhances the AI but you have instant access to good loot right from the bat. That kind of destroys the Stalker feel for me, I really like working my way up to get decent loot. But I haven't played much yet, so there might be some changes that are decent that I haven't seen yet.
[QUOTE=Ghost101;41980275]So would I lose the new areas and such added by 2.2? Or is 2.2 mixed into that last patch?[/QUOTE] SGM 2.2 isn't listed as being compatible so I don't know what it would do. The patch is meant for 2.1. [QUOTE=junker154;41980284]Well I don't recall seeing highly equiped stalkers at Skadovsk with Strikers, G36 and whatnot. MSO changes the squads and their equipement to add a bit of variety and randomness to it, it definitly enhances the AI but you have instant access to good loot right from the bat. That kind of destroys the Stalker feel for me, I really like working my way up to get decent loot. But I haven't played much yet, so there might be some changes that are decent that I haven't seen yet.[/QUOTE] Redux does the same thing. I routinely saw bandits with SVDs, Protectas and RPGs. That's just how random loadouts work. Though it's not difficult to edit the chances of NPCs spawning with any given weapon. It's just tedious.
So is CoP's story intact with SGM, or does it change up the main quest?
[QUOTE=Lyoko774;41979147]The soft shadows (probably from ECB shaders, by the looks of it) and sun shafts (OGSE..) are nothing new, really. And I do believe seeing the first person-body thing a while back.[/QUOTE] I knew, but there's more than that judging from the video's. I'm not all about shaders
The Misery 2.0 Desert Eagle actually uses .45, whilst the description claims that it uses .357. Just a tooltip bug, or it could be that it's chambered wrongly. I'm looking at a worn one, if that matters. [editline]27th August 2013[/editline] Holy shit, I just took out the 4 bandits on the raid on the Shevchenko with two shotgun blasts. They clustered together immediately after the "Let's Rock", and I got them all at point blank.
Pageking; This page is dedicated to all fallen monolith. May our brothers be in peace [t]http://images4.wikia.nocookie.net/__cb20091116163116/stalker/images/5/5d/Monolith_Scientific_Front.jpg[/t] [QUOTE=Terminutter;41981983]The Misery 2.0 Desert Eagle actually uses .45, whilst the description claims that it uses .357. Just a tooltip bug, or it could be that it's chambered wrongly. I'm looking at a worn one, if that matters. [editline]27th August 2013[/editline] Holy shit, I just took out the 4 bandits on the raid on the Shevchenko with two shotgun blasts. They clustered together immediately after the "Let's Rock", and I got them all at point blank.[/QUOTE] Nice one! And ill look at the files for the ammo inaccuracy.
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