S.T.A.L.K.E.R. Series Megathread: The Zone will stop the Russians
21,541 replies, posted
[QUOTE=LoNer1;45835363]Anyone else just gets this huge grin on their face and looks like a kid that's excited for xmas, because I do. While looking at this vid I really said to myself:"Well, holy shit".[/QUOTE]
I have now a reason to use something other than M1911 as my secondary in CoP.
[QUOTE=Hammer7;45835933]I have now a reason to use something other than M1911 as my secondary in CoP.[/QUOTE]
I agree so much. I never even considered pistols because they're just plain ugly in the STALKER games, but with this, I'm going to try out each and every weapon.
I might also discuss with him if he, with his new script plugins, can maybe swap animations based on weapon upgrades. For instance, shorten /increase a reload animation because of an extended mag or something.
[QUOTE=LoNer1;45835950]I agree so much. I never even considered pistols because they're just plain ugly in the STALKER games, but with this, I'm going to try out each and every weapon.
I might also discuss with him if he, with his new script plugins, can maybe swap animations based on weapon upgrades. For instance, shorten /increase a reload animation because of an extended mag or something.[/QUOTE]
Why would an extended mag cause a longer reload? It's just a longer magazine, still goes in the same way and the weapon is still loaded/cocked the same way.
[QUOTE=Jamie1992GSC;45837117]Why would an extended mag cause a longer reload? It's just a longer magazine, still goes in the same way and the weapon is still loaded/cocked the same way.[/QUOTE]
I assume it'd be an abstraction of a combination of factors: the increased weight and less practical size of the larger magazine.
[QUOTE=Jamie1992GSC;45837117]Why would an extended mag cause a longer reload? It's just a longer magazine, still goes in the same way and the weapon is still loaded/cocked the same way.[/QUOTE]
Because it's a video game and things need to be balanced.
I'm lazy. Could someone point me to the most recent build of Lost Alpha?
Also, I believe Clear Sky is the only one out of the series I haven't modded at all. What are the best mods for CS? And what are some of the best non-overhaul mods for the other three? Mostly looking for graphics mods/weapon mods.
it's on ModDB, just get the main build and the latest patch afaik
[QUOTE=Mister_Jack;45838898]I'm lazy. Could someone point me to the most recent build of Lost Alpha?
Also, I believe Clear Sky is the only one out of the series I haven't modded at all. What are the best mods for CS? And what are some of the best non-overhaul mods for the other three? Mostly looking for graphics mods/weapon mods.[/QUOTE]
Clear Sky:
Warmongers (Difficult, weapon changes, tons of new stuff.)
[url]http://www.moddb.com/mods/the-warmongers[/url]
Arsenal Overhaul (Lots of weapons, based on Complete so it makes the game easier, no go if you want difficulty.)
[url]http://www.moddb.com/mods/arsenal-overhaul-clear-sky[/url]
Clear Skies (Lots of weapons, beauty retextures, etc)
[url]http://www.moddb.com/mods/cs[/url]
Shadow of Chernobyl:
LURK (Mostly weapon changes.)
[url]http://www.moddb.com/mods/lurk[/url]
STALKERSOUP (Overhaul, but still.)
[url]http://www.tecnobacon.com/[/url]
Any mod derived from AMK (Some are massive overhauls.)
Oblivion Lost (Haven't played, but I'm aware it's a fan favorite.)
[url]http://www.moddb.com/mods/stalker-oblivion-lost-2010-mp[/url]
Call of Pripyat:
Arsenal Overhaul (Weapon additions, makes the game easier, no go if you want difficulty.)
[url]http://www.moddb.com/mods/arsenal-overhaul[/url]
MSU/Massive Simulation(Simulator?) Overhaul (Minor rebalances, bug fixes, weapon additions.)
[url]http://www.moddb.com/mods/call-of-pripyat-msu[/url]
S.M.R.T.E.R. (Weapon additions, overhaul.)
[url]http://www.moddb.com/mods/smrter-pripyat[/url]
Shoker (Lots of new weapons.)
[url]http://www.moddb.com/mods/shoker-weapon-mod[/url]
Hope I helped.
P.S. I'm aware you said not overhauls, but I'm giving you the list of mods I've played that had new weapons and nice textures, that doesn't include MISERY because imo MISERY is garbage.
Road to Limansk is pretty good for Clear Sky. It adds new arm models and suit overlays + breathing (which can be removed if you don't like that stuff)
Mad mods have some form of the word "road" or "path" for some reason.
[QUOTE=Reyjr43;45840394]Clear Sky:
Warmongers (Difficult, weapon changes, tons of new stuff.)
[url]http://www.moddb.com/mods/the-warmongers[/url]
Arsenal Overhaul (Lots of weapons, based on Complete so it makes the game easier, no go if you want difficulty.)
[url]http://www.moddb.com/mods/arsenal-overhaul-clear-sky[/url]
Clear Skies (Lots of weapons, beauty retextures, etc)
[url]http://www.moddb.com/mods/cs[/url]
Shadow of Chernobyl:
LURK (Mostly weapon changes.)
[url]http://www.moddb.com/mods/lurk[/url]
STALKERSOUP (Overhaul, but still.)
[url]http://www.tecnobacon.com/[/url]
Any mod derived from AMK (Some are massive overhauls.)
Oblivion Lost (Haven't played, but I'm aware it's a fan favorite.)
[url]http://www.moddb.com/mods/stalker-oblivion-lost-2010-mp[/url]
Call of Pripyat:
Arsenal Overhaul (Weapon additions, makes the game easier, no go if you want difficulty.)
[url]http://www.moddb.com/mods/arsenal-overhaul[/url]
MSU/Massive Simulation(Simulator?) Overhaul (Minor rebalances, bug fixes, weapon additions.)
[url]http://www.moddb.com/mods/call-of-pripyat-msu[/url]
S.M.R.T.E.R. (Weapon additions, overhaul.)
[url]http://www.moddb.com/mods/smrter-pripyat[/url]
Shoker (Lots of new weapons.)
[url]http://www.moddb.com/mods/shoker-weapon-mod[/url]
Hope I helped.
P.S. I'm aware you said not overhauls, but I'm giving you the list of mods I've played that had new weapons and nice textures, that doesn't include MISERY because imo MISERY is garbage.[/QUOTE]
TFW for CS adds the atmosphere mod with a few new weapons such as the Obrez and Mosin Nagant.
It's really been a long time since I played SoC... Think back then I could barely run it with dynamic object lighting and now with full dynamic lighting, just amazing. The only thing I forgot about was that shadow of doom, but already found the fix for that.
Just did a quick round with Oblivion Lost, where I free'd Nimble and one of the loners Wolf sends you to was just like picking up stuff after the fight, until he got distracted by a dog. He shoots the dog with his shotgun and while doing so he drops 2 packs of shotgun ammo.
Edit: Is there some decent way to force AA in SoC? So far I've tried Kingo64's shader mod and the nvidia driver settings, the latter worked but also gave me a 1px edge on the left and top of my screen.
And here comes another one...
[video=youtube;SCREwBOOEcQ]http://www.youtube.com/watch?v=SCREwBOOEcQ[/video]
CAN THEY JUST RELEASE SO I CAN FAP TO THESE GUNS
So Oblivion Lost adds the ability to drive cars, but you can clearly tell that STALKER wasn't made for car driving. Just had a fun moment where I drove over a springboard anomaly when all of a sudden the car jumps into space, still had the knife equipped and just hit the car with it, not expecting it to explode, which made me jump out of the car and fall back onto the ground where I died.
If you fancy a laugh, have a look at the 'REDUX/R.E.D.U.X./R.E.D.U.X. T.R.I.L.O.G.Y.' project page:
[url]http://www.moddb.com/mods/stalker-redux-trilogy[/url]
[t]http://puu.sh/be1Iv/574ab8aac5.png[/t]
What did you do now beacon. :v:
I know, that's why it's so funny
oh you're cancelling a virtually unstarted project remaking all the games from scratch on your own, that's a shame
[quote]All games [B]won't[/B] be remastered in the latest X-Ray Engine.[/quote]
:tinfoil:
Or did he edit that?
What determines when the PDAs encyclopedia is updated in SoC? It always updates in the same order (the boar is always the first mutant entry, ...), but it isn't in any way predictable. You almost always have entries on mutants before you actually encounter them. Same with artifacts and anomalies. It seems like it would make more sense if it was full from the start given that [sp]Strelok has already seen or heard most everything anyway[/sp].
So I reinstalled Shadow of Chernobyl, got re-interested in the game after reading Hardcore Gaming's recent article on the series. Besides playing on Master mode to make sure the difficulty is balanced out, is there anything I should note aside from resource conservation, or any tweaks/mods that are good for a rookie who knows the gist but just hasn't experienced the games in-depth yet?
[QUOTE=RikohZX;45847202]or any tweaks/mods that are good for a rookie who knows the gist but just hasn't experienced the games in-depth yet?[/QUOTE]
ZRP is a good "first-time" mod if you really need one, since it's mainly an unofficial bugfix mod that can also restore the ability to repair your suits and weapons at technicians, because in the unmodded game you could only repair your suits via exploiting a glitch.
[QUOTE=RikohZX;45847202]is there anything I should note aside from resource conservation[/QUOTE]
Earlygame weapons are very inaccurate so to accomplish anything with them you pretty much have to game the system by getting in close and abusing the "lean" feature (Q and E to lean left and right, respectively, if these aren't your keybinds, you should map them) and stealth is extremely difficult to pull off consistently because quicksaves and extreme NPC twitchiness when it comes to even slight sounds makes it very hard to pull off so it's often either not worth the effort or whatever "stealth" you want to really do, you'll have to pull off in one go because loading a quicksave will most likely ruin it.
Also watch weapon condition, because your weapon will start to become more inaccurate and jam a lot more the more it gets damaged. Be aware that in addition to the "loose rounds" enemies have in their inventories, their guns can also contain some unspent rounds so you should learn first off what's the "default" empty weight for each weapon and then in the loot screen if you see an enemy weapon exceed that weight, you should take it into your inventory and unload it by right-clicking it in your inventory and selecting "unload" from the drop-down menu. Note that you cannot unload weapons in the loot screen, you'll have to first take the weapons into your own inventory, then close the loot screen, open your inventory and then unload the weapon.
You can put any items you collect into any loot containers scattered throughout the landscape, but if you haven't gotten a stash info on them first (as noted by little purple triforces inside a circle on your PDA map) and you put items in the loot container and then you get the stash info, the stash that was recently "found" can overwrite any items you put into the stash yourself, so only utilize for safekeeping stashes, whose info you have already "found". As far as safe equipment storage places go, the Blue stash box at the first trader and the Rookie Village are safe, as is the Blue box in the Central Hub in the Bar and a stash box inside the Scientists' bunker.
[QUOTE=RikohZX;45847202]So I reinstalled Shadow of Chernobyl, got re-interested in the game after reading Hardcore Gaming's recent article on the series. Besides playing on Master mode to make sure the difficulty is balanced out, is there anything I should note aside from resource conservation, or any tweaks/mods that are good for a rookie who knows the gist but just hasn't experienced the games in-depth yet?[/QUOTE]
Stock up on AP ammo when you find it. It'll save a lot of pain when dealing with soldiers with lower end equipment
Well, got myself in a little, used the ZRP as recommended and it's certainly interesting. But that really violent viewbobbing any time you move is really messing with my head. And they weren't kidding when they say the starting pistol is absolute shit. This will be an interesting trek.
try cam_inert <x>, maybe a really low decimal
[QUOTE=Bloodshot12;45850545]try cam_inert <x>, maybe a really low decimal[/QUOTE]
go to gamedata/config/misc
open effectors.ltx
[QUOTE][B][bobbing_effector][/B]
run_amplitude = 0.003; 0.0075
walk_amplitude = 0.001; 0.005
limp_amplitude = 0.0055; 0.011[/QUOTE]
the values after the ";" are the default values.
cam_inert simply controls the time it takes for the actor's view to turn to its exact view point, set by the mouse input.
Combine those with "climb_coef" in gamedata/config/creatures/actor.ltx
Doubling this value makes you climb over small obstacles without having to briefly stop.
[QUOTE=rikimaru6811;45850652]go to gamedata/config/misc
open effectors.ltx
the values after the ";" are the default values.
cam_inert simply controls the time it takes for the actor's view to turn to its exact view point, set by the mouse input.
Combine those with "climb_coef" in gamedata/config/creatures/actor.ltx
Doubling this value makes you climb over small obstacles without having to briefly stop.[/QUOTE]
I was about to wig the hell out when I noticed the files weren't there as part of the gamedata folder ZRP offered, but then I realized they're like replacements that go over the base files like Source skin/sound replacements, just more complex - plus the ZRP itself came with some optional alt files to tweak these things with as well. Whew.
Yeah, folders in gamedata take precedence over files in the gamedata.db0 files.
Also of note: db files of a higher number/letter take precedence over older ones, with 0 being the smallest priority and z I assume being the highest.
And .db files in the mods folder take precedence over any and all main gamedata.db files, I believe. But gamedata folder still overrides all.
[QUOTE=Lyokanthrope;45850823]Yeah, folders in gamedata take precedence over files in the gamedata.db0 files.
Also of note: db files of a higher number/letter take precedence over older ones, with 0 being the smallest priority and z I assume being the highest.
And .db files in the mods folder take precedence over any and all main gamedata.db files, I believe. But gamedata folder still overrides all.[/QUOTE]
Huh...I think Eric Bacon had to hack his own fix together to compile .db files, and last I checked you had to overwrite the actual game files with Eric's .db files, not sure, though.
[QUOTE=Reyjr43;45850831]Huh...I think Eric Bacon had to hack his own fix together to compile .db files, and last I checked you had to overwrite the actual game files with Eric's .db files, not sure, though.[/QUOTE]
Who's eric bacon? And what mod?
The .db files have to have the same 'encryption' as the EXE expects...russian copies have different encryption than worldwide copies of SoC.
For CS/CoP it doesn't matter.
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