S.T.A.L.K.E.R. Series Megathread: "A Typical Day In The Zone"
5,003 replies, posted
[QUOTE=Shirky;48530687]What mod is this?[/QUOTE]
Autumn Aurora 2. I should probably add that to the video description for any future videos.
[QUOTE=LoNer1;48362452][URL="https://mega.nz/#!xlQRyAZb!QaGskLP9nRbRSDiAwZVw77OK_h76PZYMu0hc7oEMFPc"]Here ya go[/URL]
It's easy to use. Unpack the zip file and place 1 particle.xr in the root with the .bat files. Unpack it and it'll start creating subfolders of the particles in that packed particle.xr file. Create another folder called 'firstparticles' or whatever and cut / paste all folders it created in that folder. Then, rename your particles.xr to something like particles-old.xr or better, from the mod it is, particles-af3.xr. Then, copy and paste the OWR particles just like the first one into the root with the .bat files. Unpack it and now copy and paste those owr folders on top of the AF3 folders in your newly created "whatevernameyougaveit" folder and overwrite. Then, cut all those folders and move them to the root of where your particle.xr is.
Now, delete the folder in which you kept the first particles created folder as the pack.bat will take all folders and pack them into a new_particle.xr, which will be the merge of AF3 and OWR, if that makes any sense.
I can also illustrate it if it's needed, but i'm heading to work so that'll be in a few hours.[/QUOTE]
Thanks for the link and the write up, it's come in very handy.
Does anyone have a working download for the UI Merge tool described here: [url]http://sdk.stalker-game.com/en/index.php?title=Tool_List#UI_Merge_Tool[/url] ? It looks far more powerful than the ICONtool/SIE program since it can read and write the ltx files directly.
Edit: The original author, Don Reba, just uploaded it to [url]https://smartmodmanager.codeplex.com/releases/view/10596[/url]
Figured i'd give OL 3.0 a go, but turns out the thin-skinned git pulled it. Bugger that, then; wonder if the new OGSE's out yet.
[editline]25th August 2015[/editline]
Well there's a Russian beta, but no word on when the English one's dropping. Back into hibernation I go.
[QUOTE=v1ld;48538099]Thanks for the link and the write up, it's come in very handy.
Does anyone have a working download for the UI Merge tool described here: [url]http://sdk.stalker-game.com/en/index.php?title=Tool_List#UI_Merge_Tool[/url] ? It looks far more powerful than the ICONtool/SIE program since it can read and write the ltx files directly.
Edit: The original author, Don Reba, just uploaded it to [url]https://smartmodmanager.codeplex.com/releases/view/10596[/url][/QUOTE]
If you need any more tools, look no further! Carda...euh, I mean, Loner will help!
I copied Koma's repo. We have exactly the same, but since I dont know the link to his, here is mine for all you modders out there:
[url]https://mega.nz/#F!QpBGVLoI!mqxTBgC8dktV_lHlL-Moiw[/url]
Christ what the fuck is wrong with AMK's menu
It's such a terrible and unnecessary change.
[QUOTE=Sgt Doom;48539723]Figured i'd give OL 3.0 a go, but turns out the thin-skinned git pulled it. Bugger that, then; wonder if the new OGSE's out yet.
[editline]25th August 2015[/editline]
Well there's a Russian beta, but no word on when the English one's dropping. Back into hibernation I go.[/QUOTE]
[B]Uploading OL 3.0. Should be up in a few hours.[/B]
the worst part is you can't just delete the texture
[editline]25th August 2015[/editline]
ay nvm got it
[QUOTE=Sgt Doom;48539723]Figured i'd give OL 3.0 a go, but turns out the thin-skinned git pulled it. Bugger that, then; wonder if the new OGSE's out yet.
[editline]25th August 2015[/editline]
Well there's a Russian beta, but no word on when the English one's dropping. Back into hibernation I go.[/QUOTE]
Try V+ for me
[editline]25th August 2015[/editline]
*cardan eyes*
I played some Misery 2.1. I always liked the concept of Misery but I sincerely dislike the execution in some areas very much. I'm not saying that I'm not having fun, but that's because I fancy some artificial difficulty overdose for a change. I guess that's where the Misery part truly comes from.
But the icons, like seriously I understand that there's a shit-ton of different items and blah something immersion yadda merhableh blah blubb something variety and so on and so forth but sweet fuck I'd kill for icons that are easier to tell apart since this game takes forever to bring up tool-tips when you mouse over something and I've spent one third of my time playing the game reading shit rather than doing stuff.
So many different items, like I'm seriously supposed to remember them all or something.
And then I'm supposed to remember what they all exactly do.
All those numbers don't help none.
I haven't had to deal with a pain in the ass of the interface kind like this since setting up a comfortable control layout when I first played X3.
And that honorary Nagant is ugly as sin. I've seen some disgusting weapons in CoP mods, but this thing takes the fucking cake.
But it's refreshing to never know what's going to happen the next time I decide to venture out and do shit. That's the fun part, it's Fifty Shades of "Fuck you, Player!": The Game.
[QUOTE=LoNer1;48540032]If you need any more tools, look no further! Carda...euh, I mean, Loner will help!
I copied Koma's repo. We have exactly the same, but since I dont know the link to his, here is mine for all you modders out there:
[url]https://mega.nz/#F!QpBGVLoI!mqxTBgC8dktV_lHlL-Moiw[/url][/QUOTE]
This is great. Thank you!
-snip- nevermind
I always kind of liked Misery's super technical descriptions. I read a lot of military fiction and I enjoy very technical stuff.
[QUOTE=Ghost101;48543150]I always kind of liked Misery's super technical descriptions. I read a lot of military fiction and I enjoy very technical stuff.[/QUOTE]
Actually this. If there is anything I deeply, truly liked about Misery 2.0 it was the massive overflow of shit you could amass. I felt like I actually had a backpack of stuff with me at all times. It was amazing. I loved it. Besides I had hours of reading to do :v:
In regards to reading in MISERY, who's found the "unique bm16" we left in? (lol)
--
On another notion; I've actually (successfully) made SoC artefacts unique, [B]all 74 of them[/B] (this is in both [B]models [/B]as in [B]stats[/B]). Vanilla+ will have an 'extended' option (gameplay changes on top of graphic changes), which will feature an overhauled artefact system, OWR like dmg for weapons (albeit toned down, because the enemies in soc seem more accurate to me than cop enemies for some reason), some new 'paths' to take (minor quests / new dialog options etc.)
But in regards to the artefacts ([I]looks at [Green][/I]), I need to come up with some sort of backstory for them. I am very, very bad at writing backstories. I probably can do it myself, but I don't know why, but whenever I read them back when I'm in game, I can't but cringe for some reason. Like I feel like it's really, really bad. Here's an example or 2:
Standard Python desc:
[t]http://media.moddb.com/images/mods/1/26/25752/XR_3DA_2015-01-03_21-07-02-44.png[/t]
"Gold Python" unique desc: (this is the one i find unsettling)
[QUOTE]A modified version of the original 6" Colt Python "Elite", coming in a 24k Gold finish. Rumour has that this specific Colt was used in the murder on Palivki Chichevko, a high ranked Duty officer who got this weapon from outside of the zone. For his noteworthy actions against Freedom, he was rewarded by his fellow Duty brothers with this very Python. It was made with the wedding rings, earrings, chains and anything else of many fallen Freedom soldiers. Eventually some bandits got word of his quite unique shooter. He was the last to look into his own guns barrel.\n Ammunition:\n standard .357 Magnum.\n .357 Buffalo[/QUOTE]
Honestly I thought the descriptions in misery were fine. I think there was like one mispelling but I forget where it is.
There is such thing as usefulness in brevity, though. You don't need to know the intricate history behind a can opener; You need to know if it's fit to open cans or not!
[QUOTE=croguy;48543983]There is such thing as usefulness in brevity, though. You don't need to know the intricate history behind a can opener; You need to know if it's fit to open cans or not![/QUOTE]
Some feel immersed when reading through that while it's dark in your room and all you're hearing is the sound of the zone
[QUOTE=LoNer1;48544075]Some feel immersed when reading through that while it's dark in your room and all you're hearing is the sound of the zone[/QUOTE]
I agree with this. I'm the type who reads codex entries for days because text in a game woop woop.
Yeah, but there's a difference between codex/encyclopedia entries and hover-over descriptions. In the case of Stalker, I wouldn't mind extra elaboration on equipment and the like in the stuff you can get by searching through your PDA or by talking to other stalkers. But practical information should always be prioritized with inventory item descriptions, as obscuring the stuff with tons of lore that only a bard from a fantasy RPG would spew out just conceals the information beneficial to the player behind fluff. You'd also end up with severe repetition issues; Imagine trying to write a unique ~200 word description about the AK-47, the AKM, and the AKMS without only adding "This is an improved and more reliable model(with a folding stock)" at the end for the latter two and their magazines if you're going so deep into detail.
I much prefer technical descriptions as opposed to just fluff in my tooltips when you're sitting there trying to determine whether the 4 starting pistols of seeming equal stats are even different from each other.
Sure you can talk about the design of the weapons and stuff, just don't start the description with "John Browning was born in 1850 blah blah irrelevant shit..."
Have it in the codex section sure, but tooltips are supposed to be tips, not paragraphs.
Did more mod-work, tested some and ran into an interesting quest failure:
Doing the quest to hunt the Chimaera in Zaton, all seems fine. Teleport at 3 am to the location. Instead of going full Solid Snake mode, Gonta is shooting stuff. There's even more gunfire further up ahead.
Turns out the village had a pack of dogs, a trio of zombies, and two three-packs of Bandidos. The latter killed the Chimaera. Then when I killed everyone I got told I was useless, no surprise.
I've never had this happen before and I've no idea what caused it.
[QUOTE=LoNer1;48543530]
But in regards to the artefacts ([I]looks at [Green][/I]), I need to come up with some sort of backstory for them. I am very, very bad at writing backstories. I probably can do it myself, but I don't know why, but whenever I read them back when I'm in game, I can't but cringe for some reason. Like I feel like it's really, really bad.[/QUOTE]
If you can provide a list of them with their effects I can write some fluff.
hey guys, whats would you suggest as the newest/most original/best mod for SoC right now?
im just waiting for the new OGSE to come out in English, got a machine translation but dont want to ruin my experience
also Lurk 1.2 seems to have died (boo!)
ive been out of the loop so would be nice to hear what you guys think
thanks! hope you chaps are well, love this board
I can't believe I'm being this guy or wound up saying this, but I think I would love a COC/Misery cross over. Misery adds enough fluff and purpose to stuff other than the main quest, but is stuck with three levels that I find somewhat bland. I've played the newer versions and enemies aren't quiet as refrigerator-y as they use to be.
Meanwhile, COC has all the maps in the world, but suffers from bland vanilla gameplay, a lack of difficulty outside Ironman mode, and serious aimlessness because the loot you find in Cordon is only ever so slightly different from that just south of Pripyat. If you play Monolith, you're set to have all the goodies right from the get-go.
(I would also love to see a version of CoC where the closer you get to the NPP/Radar, the more insane/AMK-tier the spawns get. I want NPP/Radar/Warlabs to be Nightmare mode, rather than an empty stroll in the park.)
[QUOTE=spazmodog;48545538]hey guys, whats would you suggest as the newest/most original/best mod for SoC right now?
im just waiting for the new OGSE to come out in English, got a machine translation but dont want to ruin my experience
ive been out of the loop so would be nice to hear what you guys think
thanks! hope you chaps are well, love this board[/QUOTE]
You might find this image from /vg/ useful:
[t]http://i.cubeupload.com/dQwBEa.png[/t]
SoC hasn't had any big release recently that I can recall. The CoC leak was built on CoP's engine, iirc, with SoC maps.
Yeah, my main problem with Misery is that you're still essentially playing vanilla CoP as far as quests and maps go. Combining the two somehow would be awesome.
[QUOTE=Ghost101;48546316]Yeah, my main problem with Misery is that you're still essentially playing vanilla CoP as far as quests and maps go. Combining the two somehow would be awesome.[/QUOTE]
I didn't get that much of a Vanilla vibe from Misery, actually.
This was a negative for me, though I understand that some people liked it; but the game essentially forced you to take a different route with main story progression, by doing stuff like putting large AoE phys fields at some of the choppers, filling those areas with very tough monsters and needing you to go in to Yanov to get stuff to properly inspect the choppers near the Skadovsk. It was a sort of MMO like, for better or for worse.
The constant fear of repair costs did make me do shit I otherwise wouldn't though, like deal with bandits diplomatically. It also encouraged some of my existing habits, like murdering every Freedom sympathizer I came across to loot them of precious money making repair items.
Misery discussion has convinced me that 2.2 will help speed along the days til TPP releases.
[editline]barbed flesh cock[/editline]
Welp, 2.2 isn't out yet.
Biggest issue I have with CoC is the freeplay missions aren't that great. You get very little reward for doing them and sometimes they're literally across the zone. TFW generally had decent payouts for missions, and you had the ability to use a guide for fast travel, allowing you to give up a bit of money to get your jobs done quicker. Guides would also be immensely useful for moving around given how much of the zone is covered in CoC.
[QUOTE=Doom14;48545689]I can't believe I'm being this guy or wound up saying this, but I think I would love a COC/Misery cross over. Misery adds enough fluff and purpose to stuff other than the main quest, but is stuck with three levels that I find somewhat bland. I've played the newer versions and enemies aren't quiet as refrigerator-y as they use to be.
Meanwhile, COC has all the maps in the world, but suffers from bland vanilla gameplay, a lack of difficulty outside Ironman mode, and serious aimlessness because the loot you find in Cordon is only ever so slightly different from that just south of Pripyat. If you play Monolith, you're set to have all the goodies right from the get-go.
(I would also love to see a version of CoC where the closer you get to the NPP/Radar, the more insane/AMK-tier the spawns get. I want NPP/Radar/Warlabs to be Nightmare mode, rather than an empty stroll in the park.)
You might find this image from /vg/ useful:
[t]http://i.cubeupload.com/dQwBEa.png[/t]
SoC hasn't had any big release recently that I can recall. The CoC leak was built on CoP's engine, iirc, with SoC maps.[/QUOTE]
10,000 ways to contract fatal tetanus
I'm still working on my Vanilla with Whipped Cream. Having trouble deciding what to do with pistols.
CoP's pistols are an improvement over ShoC and CS but aside from a couple they're generally pretty useless and there's little incentive to use most of them outside of a self-imposed challenge. I don't want to go the OWR 3 route and end up with a DEagle that OHKOs every regular mob out there, but I'd like to make most of them a useful alternative secondary weapon for the first half of the game or so.
On another note, does anyone know how I can change the condition of equipment found in stashes? I want to do away with the "I'm going to run around like a madman and get all that loot and then get rich quicker than the con artist who first invented the Nigerian Prince scam!" and turn it into a "Hey you know I can't sell this thing, but it might come in handy for the next mob of XYZ I encounter!"
Pistols are good because of how little they weight and how much ammo you get for them (also ammo weight). It makes sense that they lose in any kind of firefight compared to a rifle, but it's still nice to have one with you when you run out of rifle ammo.
[editline]27th August 2015[/editline]
So you don't really have to think about how to make pistols more viable. CoP has them just right i think.
[QUOTE=creec;48548944]Pistols are good because of how little they weight and how much ammo you get for them (also ammo weight). It makes sense that they lose in any kind of firefight compared to a rifle, but it's still nice to have one with you when you run out of rifle ammo.
[editline]27th August 2015[/editline]
So you don't really have to think about how to make pistols more viable. CoP has them just right i think.[/QUOTE]
Black Kite for best pistol.
[QUOTE=Daemon White;48548974]Black Kite for best pistol.[/QUOTE]
Black Kite is the only pistol really
[editline]26th August 2015[/editline]
also on pistol talk:
has anyone ever used the silenced PM? I swear it does zero damage
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