• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=fritzel;43344089]Which mods are good for SOC and COP ? Might as well add Clear Sky if it has any good ones ?[/QUOTE] Tell us what you want - vanilla with better graphics or lots of new content?
New content and story with more gameplay variation. Graphics doesn't matter.
[QUOTE=fritzel;43344256]New content and story with more gameplay variation.[/QUOTE] For SoC: - OGSE (Finest Russian quality mod) - LURK (new gunplay etc) - Doom'sFreeLURK (Get to choose your faction at the start, LURK's gunplay) - Super Mod Pack and the ultimate [B]STALKERSOUP [/B](the monstrosity that put many veterans at fear. Not [Green] though) CoP: - Doom'sModMerge (MSO, Call from Pripyat, tweaked guns, mutant looting, etc) - Redux (realistic, gay, not many new contents though) - SGM 2.1 (you will love this one, outright chaos but still below SOUP's level) CS: - Total Faction Warfare (cuts the story and focuses on the Faction War) There are hundreds of mods out there, but the above are the mods that I have played and personally liked. I feel like every time someone ask for mods for SoC/CoP, I must recommend them Doom's merges :v:
[QUOTE=fritzel;43344256]New content and story with more gameplay variation. Graphics doesn't matter.[/QUOTE] SGM for CoP. You can find vanilla 2.2 version on [URL="http://www.moddb.com/members/davidme"]david.m.e[/URL]'s page.
SGM 2.1, 2.2, 2.2 all in one and 2.2 eton edition. Which one to choose ? Already have the STALKERSOUP mod 1.0.9.0 version for SOC.
Guide for installing SGM 2.1: [video=youtube;P-qJhRH4YLk]http://www.youtube.com/watch?v=P-qJhRH4YLk[/video] SGM 2.2 AiO is pretty self explanatory Eton edition seems like it's just 2.2 with tweaks/improvements
I suggest vanilla SGM 2.2
Started downloading SGM 2.2 AIO haha...I remember in STALKERSOUP I got run over by dogs at the very beginning when the dialog ends.
Is there some mod for CoP that breathes new ambient life into the zone? Like, I don't know, patrols of various groups, parties taking over locations and defending them against other that try to take it, stuff like that. Not necessarily exactly what I said, but you get the idea.
[QUOTE=proch;43344775]Is there some mod for CoP that breathes new ambient life into the zone? Like, I don't know, patrols of various groups, parties taking over locations and defending them against other that try to take it, stuff like that. Not necessarily exactly what I said, but you get the idea.[/QUOTE] I guess MSO kinda fits what you might be looking for but I don't think there is anything out there like that.
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[QUOTE=rikimaru6811;43344306]For SoC: - OGSE (Finest Russian quality mod) - LURK (new gunplay etc) [B]- Doom'sFreeLURK (Get to choose your faction at the start, LURK's gunplay) [/B]- Super Mod Pack and the ultimate STALKERSOUP (the monstrosity that put many veterans at fear. Not [Green] though) CoP: - Doom'sModMerge (MSO, Call from Pripyat, tweaked guns, mutant looting, etc) - Redux (realistic, gay, not many new contents though) - SGM 2.1 (you will love this one, outright chaos but still below SOUP's level) CS: - Total Faction Warfare (cuts the story and focuses on the Faction War) There are hundreds of mods out there, but the above are the mods that I have played and personally liked. I feel like every time someone ask for mods for SoC/CoP, I must recommend them Doom's merges :v:[/QUOTE] I've had so much fun with this one. Nothing feels better than running my ass all the way from Pripyat as a Monolithian and then clearing the Zone of Unbelievers.
Woo, successfully merged MSO, OWR, and a few other random mods. Time to play through CoP again.
[QUOTE=Gatekeeper828;43344963]Woo, successfully merged MSO, OWR, and a few other random mods. Time to play through CoP again.[/QUOTE] I sometimes like to think that the trenchcoat bloodsuckers are a glitch of a merge gone horribly wrong better watch your back
can somebody link me to stalker soup?
[QUOTE=ashrobhoy;43345311]can somebody link me to stalker soup?[/QUOTE] You do realise what you're getting yourself into? [editline]29th December 2013[/editline] [url]http://www.tecnobacon.com/[/url] You're still young, you have a future ahead of you. Are you absolutely sure?
For Doom's CoP mod merge, I managed to merge some extra guns into it, but I can't remember the stability and which version it was.
[QUOTE=rikimaru6811;43344306] CoP: - Doom'sModMerge (MSO, Call from Pripyat, tweaked guns, mutant looting, etc) - Redux (realistic, [B]gay[/B], not many new contents though) - SGM 2.1 (you will love this one, outright chaos but still below SOUP's level) [/QUOTE] wut
[QUOTE=Saturn V;43345333]You do realise what you're getting yourself into? [url]http://www.tecnobacon.com/[/url] You're still young, you have a future ahead of you. Are you absolutely sure?[/QUOTE] soup does not scare me edit; What does scare me is the lack of a good download for it
And without further waiting, let's get this bad boy out into the wild before the cows go home! [IMG]http://i.imgur.com/h1ZtHKd.png[/IMG] [URL="https://www.dropbox.com/s/6cdkxi3it6xh8dq/SMS-Tabletop.xlsx"]That's right! The barely teased, way too delayed, and still partially unfinished S.T.A.L.K.E.R.-Metro 1d100 Tabletop Roleplaying System has finally been made playable, ironed out, and published by your's truly, along with help from some good friends. Don't forget to click this flashy text to make all your stalking desires become real.[/URL] This is the first, preferably-limited-to-although-can-be-spread-outside-of-this-community test version primarily made to attract young stalkers and rangers of all shapes, sizes, and capabilities willing to set their unduly sights out into the deadly lands of the unexpected and imaginative, expanded past while still keeping true to the standards set by the series it is so inspired after! Feature list includes: -A quick and swift creation tutorial to fulfill all your hopes and desires, all on an Excel Sheet! -Character fluff and crunch! Deploy all sorts of interesting characteristics to make your criminal smuggler/savior of the Metro all the more three-dimensional! All on an Excel Sheet! -Guidelines explaining things people usually get confused about! All lined up on an Excel Sheet! -Character Sheet design totally not hijacked and refurbished from Eclipse Phase and Spycraft! All on an Excel Sheet! -All actions and checks available are explained on their own Excel Sheet! -Over 120 items and goods of various use listed on an Excel Sheet! Don't forget to spend your bullets and rubles! -Over 1000 lines dedicated to weapons and protective gear! Stock up and get killing! -Guns that break! -Guns that don't break! -Impractical guns! -Anomalies and artifacts statted, all with their special characteristics, descriptions, and even an Excel Sheet! What is to come: -Actual mods and attachment installation system! Hopefully in their very own Excel Sheet. -NPCs and Mutants, along with their equipment data and stats. -Extra fluff, perhaps some maps to fit your comfort, too. Don't forget to snoop about and send user requests and critique over to your's truly, 'cause the more people talk of it, the more I can perfect it. I also need folks for the [U][I]first official test campaign run[/I][/U], and at least one person that would cooperate with me on designing the system. That's all for now, but there's more to come in the future!
[QUOTE=Araknid;43343943]no its shit[/QUOTE] Thanks for the well placed input :v: I had a question for the rest; What would you think of when I say 'combat simulation' in stalker? Guns wise, ofcourse.
[QUOTE=LoNer1;43346018]I had a question for the rest; What would you think of when I say 'combat simulation' in stalker? Guns wise, of course.[/QUOTE] I wouldn't know what to think. [editline]29th December 2013[/editline] [QUOTE=croguy;43345616]And without further waiting, let's get this bad boy out into the wild before the cows go home! [/QUOTE] The layout's a little chaotic at the moment. Consider emboldening subheadings.
[QUOTE=LoNer1;43346018]Thanks for the well placed input :v: I had a question for the rest; What would you think of when I say 'combat simulation' in stalker? Guns wise, ofcourse.[/QUOTE] non-spread based recoil.
[QUOTE=nige111;43346224]non-spread based recoil.[/QUOTE] Meaning no spread at all or just a little spread? Ok, let me rephrase the question in something we all understand: [B]Differentiated into classes (sidearms, ARs, Sniper Rifles, Shotties, Heavy weapons, melee etc.), how can we, the community, create something realistic which will work with all weapons in the game and new ones added? (A system)[/B]
[QUOTE=LoNer1;43346018]What would you think of when I say 'combat simulation' in stalker? Guns wise, ofcourse.[/QUOTE] Having ugly textured guns with bad accuracy, no ammo and <20% condition against 90% damage resistant enemies with aimbot.
[QUOTE=Hammer7;43346307]Having ugly textured guns with bad accuracy, no ammo and <20% condition against 90% damage resistant enemies with aimbot.[/QUOTE] See the above better question hah
On the anomalies page you've duplicated the description of Volcanoes for some Electrical Anomalies [editline]29th December 2013[/editline] Lethal is spelt with only one A. [editline]29th December 2013[/editline] I hope I'm not seeming pedantic, just trying to help you out.
[QUOTE=Etcetera;43346333]On the anomalies page you've duplicated the description of Volcanoes for some Electrical Anomalies [editline]29th December 2013[/editline] Lethal is spelt with only one A. [editline]29th December 2013[/editline] I hope I'm seeming pedantic, just trying to help you out.[/QUOTE] Oh fuck, that shit stayed in? I changed it in one file and forgot to carry it over to the release one. :v:
[QUOTE=LoNer1;43346267] [B]Differentiated into classes (sidearms, ARs, Sniper Rifles, Shotties, Heavy weapons, melee etc.), how can we, the community, create something realistic which will work with all weapons in the game and new ones added? (A system)[/B][/QUOTE] Working with the Stalker engine we have two basic choices. Either we accept the existing attachments upgrades constraints, and just try to add as high quality models/textures/anims as possible (as the LURK team are doing), or we follow Shoker's approach. Unfortunately, the latter negates the vanilla upgrades, and it's very labour and data intensive. My opinion is that unless either we get access to Stalker's source code, or some crazy Russian wizard figures out how to modify something somewhere that enables us to implement customisable weapons in a sensible way, we should grin and bear it, and work on producing high quality art assets than can be used in potential Stalker-like games in [I]different engines[/I].
[QUOTE=LoNer1;43346267]Meaning no spread at all or just a little spread? Ok, let me rephrase the question in something we all understand: [B]Differentiated into classes (sidearms, ARs, Sniper Rifles, Shotties, Heavy weapons, melee etc.), how can we, the community, create something realistic which will work with all weapons in the game and new ones added? (A system)[/B][/QUOTE] Sidearms and melee for close range fights (decent damage and rate of fire, but fast damage dropoff and middling accuracy at best), SMGs and shotties for close to mid range (decent accuracy and not too terrible spread, but pretty useless outside of, let's say, 70 or 100 meters - it's still only a game after all), ARs and battle rifles for mid to long engagements (decent accuracy in semi mode, good rate of fire on auto/burst, bullets go far and hurt), sniper rifles/DMRs for long-ish ranges (slow, but accurate, can dish out a lot of pain if you're a skilled player) As for heavy weapons, they should probably stay as situational as they are in the vanilla game (RPGs for huge-ass mutants like the pseudogiant or groups of enemies, LMGs (are there even more than one LMG in vanilla? I can't remember anything other than the PKM) for long range when firing in short bursts and short range room clearing when going full retard, and nade launchers for precise grenade placement against groups/snipers in urban environments (a Monolithian with an SVD in a window? get close, peg the window with a 40mm, clear out his cubbyhole) I'd also personally love to see armor be way less effective but then again I'm a tacsperg and play 7.62 HC regularly. [editline]29th December 2013[/editline] [QUOTE=Hammer7;43346307]Having ugly textured guns with bad accuracy, no ammo and <20% condition against 90% damage resistant enemies with aimbot.[/QUOTE] congratulations, you win the Most Passive-Aggressive Post Of 2013 award!
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