• S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
    21,541 replies, posted
[QUOTE=exostalker;44841117]haha, I'm sorry to inform you - that is LA :v:[/QUOTE] That's just wow. But how come there are no numbers on the left side of the dialogue options? That was added in LA.
I'm sure we can all conclude that LA officially has the worst English writing in STALKER, period. No gangsta CoP speak, no machine translation, no adjustable butt cheeks can counter the amount of shit spewed in the story and the dialogues.
[QUOTE=Beacon;44841208]fuck saaaaaaaaake[/QUOTE] I was actually being sarcastic, with everyone so dissappointed in writing this would fit there pretty good as well, I guess :v: There is no such group as Rogue in LA, don't know what mod is this
[QUOTE=exostalker;44843012]I was actually being sarcastic, with everyone so dissappointed in writing this would fit there pretty good as well, I guess :v: There is no such group as Rogue in LA, don't know what mod is this[/QUOTE] oh thanks god
All this LA talk has put me off it. I now just want to play the levels without the horrid story and erotic dialogue between men in the zone
Stalkersoup is actually great. I love the content, the guns variety is fun. I'm so glad they increased the carry weight to 150, you'd be so fucked without it.
[QUOTE=WTF Nuke;44843418]Stalkersoup is actually great. I love the content, the guns variety is fun. I'm so glad they increased the carry weight to 150, you'd be so fucked without it.[/QUOTE] 150 huh, thats..... too much for me
[QUOTE=WTF Nuke;44843418]Stalkersoup is actually great. I love the content, the guns variety is fun. I'm so glad they increased the carry weight to 150, you'd be so fucked without it.[/QUOTE] I usually carried about 120 kg of stuff around in Soup. All those artifacts, all those bullets...
150 seems crazy, even for an exosuit operator. But that's just me, I never really cared for the soup
[QUOTE=ThaOneDon;44843550]150 huh, thats..... too much for me[/QUOTE] Try my first mod, you'll love it. [url]http://stalker.filefront.com/file/Super_auto_Weapons;95318[/url] [editline]18th May 2014[/editline] [IMG]http://screenshots.filesnetwork.com/52/files2/95318_3.jpg[/IMG]
[QUOTE=11meister;44842731]Updating to Missouri 2.1 - can't decide whether to Dark Mode to not to Dark Mode. I get the feeling it could almost double my playtime - on account of my spending a lot of time, creeping around, scared to do anything. But it could also make things so scary I simply go play more Fallout instead. Anyone got any experience with it? Are the mutant spawns tweaked? Or do you constantly die to pigs appearing out of the pitch blackness?[/QUOTE] Anyone? Heck even a flipping a coin might help at this point.
I think you shot another protagonist there, Loner. I find myself coming back to Misery a lot while trying out CoP mods. Something about the desolate atmosphere just appeals to me. I've been trying out the Sniper class, but I think I might switch back to Recon. Is there any easy way to mod the classes myself to mix and match the perks a bit? Also I was never sure what weapon/armor proficiencies did.
[QUOTE=11meister;44843848]Anyone? Heck even a flipping a coin might help at this point.[/QUOTE] Dark mode in essential indeed does make things way more scary and eery. The spawns are tweaked (more mutants, but only slightly though) and stuff like fallouts and constant radiation are present. Here's the full desc. of it; [B][I]Do mind, I never tried it. It's scary as fuck :v:[/I][/B] [QUOTE]1. There is a constant, day-time background radiation affecting the player everywhere on the maps except for places which normally are surge hideouts, 2. Intensity of this radiation is primarily dependent on the amount of sunlight, 3. The more sunlight, the more severe radiation, meaning the sunniest days being the most deadly ones, 4. Radiation is severely decreased in rain or fog and it's dependent on the time of day and ceases completely during nights, 5. The player can shield himself from this radiation with normal means (suits, helmets, drugs) however, attaining a complete protection on a sunny / lightly clouded day is impossible, 6. Major changes to made to the Alife to support the above: regular NPC squads only venture out at nights, and during day remain in secure factional hideouts (locations of some factional bases moved to more secluded places). Well-equipped scientific squads have wider hours of activity, 7. Story-related NPC squads who're bound to stay outside permanently dress in proper protective suits to justify their presence there, 8. Increased mutant spawns and activity to fill the now deserted locations, previously lived in by humans, 9. Starting hour of all PC classes moved to the same hour in which the Black Road usually starts.[/QUOTE] [editline]18th May 2014[/editline] [QUOTE=Ghost101;44843868]I think you shot another protagonist there, Loner. I find myself coming back to Misery a lot while trying out CoP mods. Something about the desolate atmosphere just appeals to me. I've been trying out the Sniper class, but I think I might switch back to Recon. Is there any easy way to mod the classes myself to mix and match the perks a bit? Also I was never sure what weapon/armor proficiencies did.[/QUOTE] To edit the current class it's perks is to manually increase whatever you'd like that class to be good in. The proficiency effects were mostly degraded recoil, increased accuracy, better handling and sometimes slightly more damage to weapons for your class (f.e sniper has better accuracy and handling with snipers than assault does, hence the class proficiency being high)
[QUOTE=LoNer1;44843901]Dark mode in essential indeed does make things way more scary and eery. The spawns are tweaked (more mutants, but only slightly though) and stuff like fallouts and constant radiation are present. Here's the full desc. of it; [B][I]Do mind, I never tried it. It's scary as fuck :v:[/I][/B] [editline]18th May 2014[/editline] To edit the current class it's perks is to manually increase whatever you'd like that class to be good in. The proficiency effects were mostly degraded recoil, increased accuracy, better handling and sometimes slightly more damage to weapons for your class (f.e sniper has better accuracy and handling with snipers than assault does, hence the class proficiency being high)[/QUOTE] Come on now, no spookymod is complete without spooky scary skellingtons. I'd be damned if their bones don't rattle when you touch them, too!
I'll try super-scary mode - as long as I can come and sob to you guys when I start seeing faces in the darkness.
[QUOTE=ThaOneDon;44843550]150 huh, thats..... too much for me[/QUOTE] I dunno, it's really fun to carry around 4 primaries although I get where you're coming from. However, with the amount of loot enemies carry (like reasonable ammo counts) you realize that 150 really isn't that much in the end. I'm a bit of a hoarder though so I dunno.
Working on a mod to replace the weapon sounds and a few others with sound from [URL="http://www.realitymod.com/"]Project Reality[/URL] (BF2 mod.) [media]http://www.youtube.com/watch?v=A7TaeYbXzCQ[/media]
Those are some nice weapon sounds. Would they work with that LAMP LURK Model Pack as well?
[QUOTE=Ghost101;44843868]I think you shot another protagonist there, Loner. I find myself coming back to Misery a lot while trying out CoP mods. Something about the desolate atmosphere just appeals to me. I've been trying out the Sniper class, but I think I might switch back to Recon. Is there any easy way to mod the classes myself to mix and match the perks a bit? Also I was never sure what weapon/armor proficiencies did.[/QUOTE] gamedata/class_diversity/ [B][I]Everything[/I][/B] in these class folders overwrite their the main gamedata folder counter-parts when you select a class. A genius feature; I wonder who masterminded such a thing. :smile: Theoretically you can change the game entirely depending on what class is selected. I had an idea to use this method with Absolute Nature to change level textures when the seasons changed. Also, I was thinking of using this in Call of Chernobyl to allow the selection between the main series protagonists. Haha, just imagine. Select Degtaryev and have access to full COP story within CoC.
[QUOTE=exostalker;44841117]haha, I'm sorry to inform you - that is LA :v:[/QUOTE] [sp] But there's already that god awful lab with the GORDON STREIMAN remake of the start up of Half-Life why the fuck would you include Gordon again? [/sp]
[QUOTE=nater;44844679]Working on a mod to replace the weapon sounds and a few others with sound from [URL="http://www.realitymod.com/"]Project Reality[/URL] (BF2 mod.) [media]http://www.youtube.com/watch?v=A7TaeYbXzCQ[/media][/QUOTE] God damnit you had to fire at the same intervals for every gun now I got the sound of the gunshots stuck in my head like a music beat
Does anyone know the location of the config file for the [sp]unique AK (AKS-74) found in Strelok's stash[/sp] in LA? I'd like to edit it to enable grenade launcher attachment. [editline]18th May 2014[/editline] Went back to config/weapons and found it, it's w_akm.ltx. Not sure how I missed it the first time, I could've sworn I only saw w_ak74.ltx and w_ak74u.ltx...
[media]http://www.youtube.com/watch?v=_D_P8MHrWCw[/media] this old OLR test trailer is just punchy and really good
I was bored and I wrote some flavor text for conversations with wandering stalkers. If anyone's adding lines for asking stalkers about local rumors, feel free to use any of these, it's why I made them. [quote]Some of the deformities you'll see in the animals around here are too bizarre and horrific to be the products of ionizing radiation alone. Other forces are at work here, but I'm not so sure that the Zone is to blame for them. [/quote] [quote]Something that a lot of rookies don't understand is that in the Zone, you have to take the scenic route. Always. Going straight ahead is guaranteed disaster. That's just how the Zone is - it doesn't like those with a taste for instant gratification. You must have patience to be successful here.[/quote] [quote]There's been rumblings of a weird artifact in the deeper Zone that seems to teleport from one place to another at random, called "blink." Those few who claim to have happened upon it insist that it brought them wonderful luck and good fortune up until the moment it vanished from their person. I suppose it's just as well - perhaps this artifact is searching for a worthy King Arthur and his Wizard Merlin to settle down with. Either that, or it's all a fine story devised by some miserable fool who was too embarrassed to admit that their swag got ripped off by bandits.[/quote] [quote]Be careful if you decide to wander into an abandoned house, sometimes they're inhabited by more than just stalkers or mutants. In the interest of science, my team and I tried to document some of the paranormal activity we'd experienced in one particularly haunted cottage, but our cameras all inexplicably failed when we returned to collect our footage. As we were leaving, the last guy in our group got pulled back into the house and when we ran in after him, we found him thrown against a wall, with his neck broken. Scary shit.[/quote] [quote]Have you heard? A virgin path to the center of the Zone has been discovered, along with the promise of artifacts and untold oodles of goodies. I don't know about you, but I'm going to invest in a nice suit so I can make the voyage North safely. [/quote] [quote]I wouldn't trust Sidorovich if I were you. He's an awfully seedy guy, he thrives on ripping people off and he's got really questionable business partners. Many insist that his position as a trader has earned him his place here, but I'd beg to differ - I'd sooner see some kind of virtual, interconnected Zone market where we could all freely barter with one another, without bullshit "import expenses" and "convenience fees."[/quote] [quote]A word of advice, stay away from Dutiers and other dark-uniformed stalkers. They're usually pretty hardcore and don't take kindly to loners and free stalkers, they think that we're criminals for being here. As if what they're doing is legal! Damn hypocrites. [/quote] [quote]You meet any of those Freedom guys yet? They're not a bad bunch, but I get the impression that a lot of them are dopers...[/quote] [quote]It's weird, the Mercenary faction used to be neutral to everybody but recently they've been exercising a shoot-on-sight policy for all non-Mercs, including the military. Makes you wonder who's really pulling the strings - it's gotta be someone with a whole lot of dough if they were willing to suddenly sever ties with everybody like that.[/quote] [quote]I've grown weary of this place. I've had nothing but bad luck ever since my friends and I came here. When we first crossed the Cordon, Anton got picked off by a military sniper - we couldn't even go back for his body, for fear of getting shot ourselves. A few days later, after a successful artifact hunt, Georgy got careless and died in an anomaly that reformed after he tried to retrace his steps. Vasili and I decided that enough was enough then - but while we were walking back, he died after falling down a manhole in the dark. Now, I'm the only one left - one by one, the others were taken from me. I've barely made enough to recoup my own losses, but I'll never have my friends back. The Zone has them forever, may they rest in peace. I don't even know what I'm going to tell their families when I get out of here.[/quote] [quote]Ever wonder why the lights still work in a lot of these dilapidated old buildings? Yeah, me too...[/quote]
I'll take advantage if those, if you don't mind. Can I edit them a bit to suit the mod?
Haha that's super weird considering I set up a doc for us to add even more of those just last night.
[QUOTE=Etcetera;44847669]I'll take advantage if those, if you don't mind. Can I edit them a bit to suit the mod?[/QUOTE] Please do. [editline]19th May 2014[/editline] [quote]Ever heard a Freedomer tell you that you ought to listen to the trees? Interestingly enough, a paper was just published by our organization recently providing definitive observations and research which show that certain species of plantlife in the Zone have begun to evolve rapid, dramatic, and reproducibly stable mutations over successively fewer generations than ever before. At the cellular level, mitosis now occurs at rates that are orders of magnitude faster than the pre-Zone generations. The cells' plastids have begun producing a new enzyme that replaces rubisco, a protein required for photosynthesis. This enzyme rendered rubisco, the most abundant protein on Earth, effectively obsolete. In other words, these mutated plants are capable of using light, water and carbon dioxide far more efficiently than the previous generation, enabling the accelerated growth. The most notable difference, however, is the marked hardening of the dermis and development of nervous tissue sandwiched between the normal layers of vascular tissue. This tissue exhibits neural oscillations, or brainwaves, as observed after neuroimaging. In other words, these plants seem to be developing their own vegetative equivalent of a brain, for reasons unknown. Sentience cannot be determined, as no sound or movement has been recorded yet, and they've only been discovered but weeks ago. Whether or not this new phenomenon is a product of an expanding Zone, I cannot can say. I can only wonder and gape at the possibilities for each successive generation of mutant plants.[/quote] [t]http://img3.wikia.nocookie.net/__cb20121108051434/stalker/images/e/e0/O_5094ee2b46db5.jpg[/t]
I'm sure you all - as STALKER fans - have read and in some cases, seen personally, more of the damage wrought by the Chernobyl Disaster - than most. But other than a basic understanding of what was thought to have caused it - and the effects it had ([I]to the effect that it was horrific and something to be adverted from happening ever again at all costs[/I]) I hadn't really gotten an understanding of what happened. Then I watched this: [video=youtube;dS3WvKKSpKI]http://www.youtube.com/watch?v=dS3WvKKSpKI[/video] I'd personally never gotten a sense of the sheer desperation of the efforts after the breach. Its one thing to see images of Pripyat and the surrounding areas today, after years of neglect. It's quite something else to see footage from in and around the CNPP that is quite literally distorted by the radiation. Anyway, the weight of what happened and is still happening there just struck me particularly hard tonight. Going to have to raise a glass tonight in memory to the men and women who fought that man-made disaster .-.
[QUOTE=nater;44844679]Working on a mod to replace the weapon sounds and a few others with sound from [URL="http://www.realitymod.com/"]Project Reality[/URL] (BF2 mod.) [media]http://www.youtube.com/watch?v=A7TaeYbXzCQ[/media][/QUOTE] I was thinking this .. I was seriously thinking about this yesterday, to replace those horrible vanilla sounds. I also thought of removing game-like elements (grenade throw indicator, some HUD elements, replace stuff for sound instead of visual things etc.) I want to create an a mod for LA that puts emphasis on the beauty of the zone, without any distraction from game-like elements. Also, loving the sounds, just need a little more ... bass? -- Also, .:Dante:. is really a special case of ... special :v: He wants 'his community' to report someone on Moddb only because he rated his mod a 1 with a description saying:"WTF?" /lol
[QUOTE=11meister;44847984]I'm sure you've all - as STALKER fans - have read and in some cases, seen personally, more of the damage wrought by the Chernobyl Disaster - than most. But other than a basic understanding of what was thought to have caused it - and the effects it had ([I]to the effect that it was horrific and something to be adverted from happening ever again at all costs[/I]) I hadn't really gotten an understanding of what happened. Then I watched this: [video=youtube;dS3WvKKSpKI]http://www.youtube.com/watch?v=dS3WvKKSpKI[/video] I'd personally never gotten a sense of the sheer desperation of the efforts after the breach. Its one thing to see images of Pripyat and the surrounding areas today, after years of neglect. It's quite something else to see footage from in and around the CNPP that is quite literally distorted by the radiation. Anyway, the weight of what happened and is still happening there just struck me particularly hard tonight. Going to have to raise a glass tonight in memory to the men and women who fought that mad-made disaster .-.[/QUOTE] Fascinating Documentary, thanks for this one.
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