S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
[QUOTE=kimr120;52713406]Yes the wonderful mod that makes you reload a million times[/QUOTE]
I dunno. If You are careful enough, You can wipe out entire squads without reloading. In urban areas it's much easier.
MISERY is what happens, when you misunderstand why other difficult games are held in high regard and try to imitate them with cheap and blatant, balancebreaking buffs in a misguided attempt to appear deep and challenging in a very superficial way.
The knife in OGSE is actually extremely weird. Right click makes a stab motion that only "fires"/does damage AFTER marked one pulls back the knife. Like, wtf?
Plus the range, like we see in the MISERY video, is always badly calculated. I mean, you are right next to a dude with the collision boxes side by side yet if you left click/slash at the body or head sometimes the hit doesn't connect. Marked one/Degtyarev have both the reach of a bantamweight UFC figther.
[QUOTE]The thing more frustrating than Misery's fucked balance is the lost potential.
And the potential is lost because it really seems that the Misery Team is too far up their own asses, as there are many anecdotes of the internet of say people commenting on the balance, giving suggestions getting told to fuck off or having their threads closed.
And the potential is probably not going to be tapped into since the dev-team's toxic ego's are being fed by a toxic fanbase. Unless it gets modded.
[/QUOTE]
100% agree. If they revamped the NPC reaction times and accuracy cones + damage this would be one of the best mods. Sadly, as seen, you can pump two hundred rounds into a gopnik's head and yet he will be still be able to fire back one 9x18mm and kill you while you are wearing a fully upgraded BULAT suit.
:why:
[QUOTE=Mezzokoko;52713501]MISERY is what happens, when you misunderstand why other difficult games are held in high regard, and try to imitate them with cheap and blatant, balancebreaking buffs in a misguided attempt to appear deep and challenging in a very superficial way.[/QUOTE]
Everything aside (since I'm an ex-MISERY dev and could look salty), please fix that sentence.
It's so hard to read :(
I gotta agree though, hopefully TAZ fixes the balance a bit.
[quote]And the potential is probably not going to be tapped into since the dev-team's toxic ego's are being fed by a toxic fanbase. Unless it gets modded.[/quote] But isn't it just the fans that [I]are[/I] the dev team now? People who stuck around the forums, made their own patches, or tweaks for Misery 2.1 etc. ?Trojanuch doesn't work on it, N.Aaroe doesn't work on it except promotional material as he has always done, and I haven't seen any activity from ponney. Even though I've been kicked out of the group for years, I still receive forum activity updates from Moddb because the website is such a piece of shit. I have a bit of awareness of who is in the group, like kcs123, jasper34 (PR), Pirunvirsi (Koma), Trikzter, Plaargath...
I really don't think there is ego there, except maybe just from the fans themselves who think Misery is the greatest thing ever made and defend it as so. It has a nice solid realized theme and used very professional-looking artwork and material to advertise it and that is about it.
[QUOTE=JeSuisIkea;52713270]Time for the FP yearly 'shit on Misery' discussion for the next four or so pages.[/QUOTE]
It's almost like when things are mediocre or bad that people tend to criticize them.
[QUOTE=DeVotchKa;52713737]It's almost like when things are mediocre or bad that people tend to criticize them.[/QUOTE]
Especially so when mediocre or bad things get way too much recognition.
A reason why the Complete mods are so despised :v:
Honestly I really like CoM, it reinvigorated Call of Chernobyl for me.
With the balance in CoM, it feels more like a harder AA2 for ShoC, it can be annoying sometimes but i didn't have that feeling of bullshit that turned me off from 2.1.
I still hate the desaturated textures and colors though so i had to swap them out, it feels similar to that green veil fallout 3 had
I want to play CoM but again, limited bandwith. I was playing CoM for few minutes but it was crashing af. Would be nice if someone could port CoM to CoC 1.5.
the CoM bloodsucker sounds are fucking scary aaaaa
[QUOTE=kimr120;52713406]Yes the wonderful mod that makes you reload a million times[/QUOTE]
I never said I liked Misery?
Just gets old when every ten pages turns into three pages of everyone discussing how they hate the mod.
My issue with STALKER mods is game balance: all of them seem to struggle to strike a good balance. In CoC, I have an exoskeleton and a tricked out VSS within an hour of gameplay, often before I've even found more than a few artifacts. In Misery, it's a 3-hour slog to get a single sausage.
Neither of these make for a fun long term run.
Other than that, I would love a good, coherent story in a STALKER mod. Something that doesn't necessarily center around becoming the next Strelok and saving the world/Zone/faction of your choice. There's still tons of untapped potential in STALKER.
iirc coc was always meant to be a base mod for stories to be added on to, so the lack of mods like that are probably its biggest issue. Either way, I've still personally gotten quite a bit of enjoyment out of it.
Balanceways the stalker variant that struck the right balance for me was the autumn aurora mod for soc. I think it was based off amk but without forcing your character to do a pirouette and shoot blood from his eyes every time a gopnik with a makarov clipped your shoulder. The equipment usage downtime, and item soup-ey additions were nice too. The biggest issue I had with it was the balancing of some of the additions of features from the newer games, but I never felt that the combat/economy/progression were by any means unbalanced.
[QUOTE=WrathOfCat;52715205]iirc coc was always meant to be a base mod for stories to be added on to, so the lack of mods like that are probably its biggest issue. Either way, I've still personally gotten quite a bit of enjoyment out of it.
Balanceways the stalker variant that struck the right balance for me was the autumn aurora mod for soc. I think it was based off amk but without forcing your character to do a pirouette and shoot blood from his eyes every time a gopnik with a makarov clipped your shoulder. The equipment usage downtime, and item soup-ey additions were nice too. The biggest issue I had with it was the balancing of some of the additions of features from the newer games, but I never felt that the combat/economy/progression were by any means unbalanced.[/QUOTE]
Oh I also thought the same. They struck a fine balance. That's due to the progressive-linear nature ShOC has. There was a noticeable difference between the suits damage resistance and if you spent some time scavenging around you could find some pretty decent weapons that were stronger than the weapons that appeared at the part of the story you were in. Plus the gunplay -weapon zoom, sounds, recoil, enemy resistance- was extremely gratifying.
Having that kind of balance in CoC is hard because you can start and see a guy packing some heat across the street so that "Spend time towards better gear" kinda dissapears. There should be an incentive to trade in high tier equipment for something back, not rubles, or a quest that demands in order to progress an insane amount of money. That and more interaction with the STALKER factions, within and between. Like Marbalo said, seeing some kind of impact.
Perhaps in the future DocX or someone else will implement a story driven questline for each faction, apart of the dynamic quests.
The other cheap option is to basically set extremely low % for high tier weapons and make everyone pack a cheap ak74 or aksu
Warfare kind of helps with the sense of progression and the player's effect on the world in CoC. It's also updated for 1.5, which is nice.
[url]https://bitbucket.org/xarshi/warfare/wiki/Home[/url]
[QUOTE=Marbalo;52714772]I've become bored of CoC within the first hour of playing it a year or so ago and ever since I was just scrambling to glue together a bunch of mini-mods to add the slightest bit of flavor to it but none have lasted long. There's simply no direction to CoC, it's so sandbox-y that all the wonder is lost once you realize that the world doesn't react to any of your decisions whatsoever, and you'll just be completing recycled quests ad-infinitum, making up your own story in your head. [/QUOTE]
That's what makes it enjoyable to me, really. I had some fun out of being basically an NPC, starting from scratch as a piece in an already built-up world. There's still progression in terms of upgrading equipment and finding artifacts, or even getting to the sarcophagus, and it's actually somewhat nice to just aimlessly trot around and get things done, because the base gameplay of STALKER is quite enjoyable on its own.
[QUOTE=Samiam22;52715614]That's what makes it enjoyable to me, really. I had some fun out of being basically an NPC, starting from scratch as a piece in an already built-up world. There's still progression in terms of upgrading equipment and finding artifacts, or even getting to the sarcophagus, and it's actually somewhat nice to just aimlessly trot around and get things done, because the base gameplay of STALKER is quite enjoyable on its own.[/QUOTE]
Yeah, this is kind of my opinion too.
Some of my favorite moments in STALKER don't come from quests, but just from spending time in the world and exploring, watching the ALife at work.
Just the sheer amount of random bullshit that tends to happen is a lot of fun to observe.
[QUOTE=Lyokanthrope;52715658]Yeah, this is kind of my opinion too.
Some of my favorite moments in STALKER don't come from quests, but just from spending time in the world and exploring, watching the ALife at work.
Just the sheer amount of random bullshit that tends to happen is a lot of fun to observe.[/QUOTE]
wild territory in soc was the bomb
even more so with that old "oblivion lost mod"
I remember one time a controller attacked the duty base and controlled every. Or being in the wild territory just after killing the scientists and a wave of mutants enters the area and you have to try and fight your way out. Stuff seemed to migrate too, psuedo giants and controllers appearing randomly and causing all sorts of trouble. The randomness of stalker is one of the best things about it.
[QUOTE=Mezzokoko;52713501]MISERY is what happens, when you misunderstand why other difficult games are held in high regard and try to imitate them with cheap and blatant, balancebreaking buffs in a misguided attempt to appear deep and challenging in a very superficial way.[/QUOTE]
[QUOTE=LoNer1;52713672]Everything aside (since I'm an ex-MISERY dev and could look salty), please fix that sentence.
It's so hard to read :([/QUOTE]
eh remove the last comma and it reads just fine. Maybe both commas.
[QUOTE=mdeceiver79;52715663]wild territory in soc was the bomb
even more so with that old "oblivion lost mod"
I remember one time a controller attacked the duty base and controlled every. Or being in the wild territory just after killing the scientists and a wave of mutants enters the area and you have to try and fight your way out. Stuff seemed to migrate too, psuedo giants and controllers appearing randomly and causing all sorts of trouble. The randomness of stalker is one of the best things about it.[/QUOTE]
yeah, SoC's world is still probably the most 'dynamic' and random of the 3, especially with mods that unlock all the NPC camps so they just wander freely. Seeing what is usually a safe camp get invaded by eg monolith soldiers trying to move their asses in is both hilarious and awesome.
Is there a version of Oblivion Lost for 1.0006?
OL was the very first mod I played back as a young whipper-snapper and i'd like to re-play it if possible.
[QUOTE=ManRod;52715852]Is there a version of Oblivion Lost for 1.0006?
OL was the very first mod I played back as a young whipper-snapper and i'd like to re-play it if possible.[/QUOTE]
OL was also my first big mod :D You could try downgrade is to at least 1.0005 it still not perfectly compatible but I manged to play it last year.
([URL="http://www.moddb.com/games/stalker/downloads/stalker-shadow-of-chernobyl-all-patches"]all patches[/URL])
If you bought steam version or other that already is in 006... you could just download stalker from torrent or other site. I seriously dont consider this as piracy because you bought that game already.
I did that with CS(I have box version in my home... just 3000km from me :D ) and with other games that I bought but just dont have with me, its not like company will lost anything because of that.
[QUOTE=paranoiia;52715915]OL was also my first big mod :D You could try downgrade is to at least 1.0005 it still not perfectly compatible but I manged to play it last year.
([URL="http://www.moddb.com/games/stalker/downloads/stalker-shadow-of-chernobyl-all-patches"]all patches[/URL])
If you bought steam version or other that already is in 006... you could just download stalker from torrent or other site. I seriously dont consider this as piracy because you bought that game already.
I did that with CS(I have box version in my home... just 3000km from me :D ) and with other games that I bought but just dont have with me, its not like company will lost anything because of that.[/QUOTE]
Anything patched for 1.0005 should work just fine on 1.0006.... If I recall correctly 1.0006 just included some widescreen changes and a fix for the parent > child bug when consuming inventory items, alongside the multiplayer fixes.
[QUOTE=Lyokanthrope;52715923]Anything patched for 1.0005 should work just fine on 1.0006.... If I recall correctly 1.0006 just included some widescreen changes and a fix for the parent > child bug when consuming inventory items, alongside the multiplayer fixes.[/QUOTE]
well Soljanka 2016 doesnt work with 1.006 it crash all the time and have some weird bugs. With 1.005 it work and crash WAY less often and of course it work perfectly with 004
[QUOTE=Lyokanthrope;52715658]Yeah, this is kind of my opinion too.
Some of my favorite moments in STALKER don't come from quests, but just from spending time in the world and exploring, watching the ALife at work.
Just the sheer amount of random bullshit that tends to happen is a lot of fun to observe.[/QUOTE]
This. I dream about STALKER antfarm. I like to fly around after some group of stalkers, spectating them. Imagine single faction on map, full of rookies. They would hunt for mutants and artifacts, rank up, trade goods with travelling traders, defend their base and smarts against hostile stalkers and mutants.
[QUOTE=paranoiia;52716052]well Soljanka 2016 doesnt work with 1.006 it crash all the time and have some weird bugs. With 1.005 it work and crash WAY less often and of course it work perfectly with 004[/QUOTE]
oh well that kind of makes sense, I think Soljanka and others relies on a few binary modifications to work properly
[editline]25th September 2017[/editline]
[QUOTE=Chucko Kokos;52716079]This. I dream about STALKER antfarm. I like to fly around after some group of stalkers, spectating them. Imagine single faction on map, full of rookies. They would hunt for mutants and artifacts, rank up, trade goods with travelling traders, defend their base and smarts against hostile stalkers and mutants.[/QUOTE]
I'd kind of love a mode where one could just follow an NPC around with a chase cam through the game world and watch them do whatever.
Maybe give them a single 'task' (like getting to the center from Agroprom) and see if they can make it.
[QUOTE=Chucko Kokos;52716079]This. I dream about STALKER antfarm. I like to fly around after some group of stalkers, spectating them. Imagine single faction on map, full of rookies. They would hunt for mutants and artifacts, rank up, trade goods with travelling traders, defend their base and smarts against hostile stalkers and mutants.[/QUOTE]
There was a mod called something like "zone tourist" where you where everything ignored you. It would get boring though, most of the stalkers would spend ages in 1 place, if you could speed up time it would be better.
[QUOTE=Lyokanthrope;52716169]oh well that kind of makes sense, I think Soljanka and others relies on a few binary modifications to work properly
[editline]25th September 2017[/editline]
I'd kind of love a mode where one could just follow an NPC around with a chase cam through the game world and watch them do whatever.
Maybe give them a single 'task' (like getting to the center from Agroprom) and see if they can make it.[/QUOTE]
Yes. That would be interesting. Something like this
[url]https://steamcommunity.com/sharedfiles/filedetails/?id=220955535[/url]
[QUOTE=mdeceiver79;52716183]There was a mod called something like "zone tourist" where you where everything ignored you. It would get boring though, most of the stalkers would spend ages in 1 place, if you could speed up time it would be better.[/QUOTE]
Yeah, squads can stay in the smart for some time.
I play with switch_distance = 100000 all the time. It's kinda fun to see that same Ecologist group with high tier weapons, but they will die eventually. There was some Duty sergeant that survived several days, I was playing on the same map. After he died in some gunfight he had shitton of looted weapons.
[QUOTE=Chucko Kokos;52716230]Yes. That would be interesting. Something like this
[url]https://steamcommunity.com/sharedfiles/filedetails/?id=220955535[/url]
Yeah, squads can stay in the smart for some time.
I play with switch_distance = 100000 all the time. It's kinda fun to see that same Ecologist group with high tier weapons, but they will die eventually. There was some Duty sergeant that survived several days, I was playing on the same map. After he died in some gunfight he had shitton of looted weapons.[/QUOTE]
STALKER's alife system has a very hard time dealing with high switch distance in my experience.
A loner will hear a ricochet from across the map and just stand in one spot being all spooked forever :v:
It is definitely cool to let the AI do its thing, though.
For me stalker have one of best "idle" AI in games history, especially animals. But I would like to see more of those really small things made by NPCs:
-Better artifact hunting, where they dont just go to anomalies stand and go away.
-Hunting mutants and gather their meat/skin
-Some random scenes, like getting drunk and animation of fighting between each other from faction(simple hand-to-hand until one get some specific low HP).
-In eg. cordon village cutting wood, and some animations where stalker go near fireplace and put wood inside.
-Random stops where stalkers sit on road barrier and chat with each other for while.
-walking inside buildings and doing stash search...
And other small things.
I know that it sound like some Skyrim stuff, and yet another wish list, but those small things make game more immersive and realistic, and everyone would appreciate it(sadly I suck at making animations....)
Right now its still good, but after all those years we see that in every stalker game and mod we have specific routs of stalkers that just... walk doing nothing more until enemy show up.
And if they are in specific place(eg bar, zaton, fireplace) they just sit and sometimes talk and play guitar, nothing more. Especially in CoP you see that static almost lifeless scene, where there are few stalkers standing near table.... and there is complete silence... no one move... no one even drink... Everyone are like block of concrete with stick in their back parts... Even such simple thing like fake background talking in those places would help make it better...
Damn, sometimes I wish to swap graphic "talent" to something more useful like programming I have so much free time and I spend it making some stupid logos for mobile apps and idiotic graphics orders for games that dont even get released :/
PS. In Russia, you dont watch binoculars. Binoculars watch YOU!
[video]https://youtu.be/kjsWevU-lrc?t=52s[/video]
Yep. its one of those weird mods for stalker, but making that eyes was best thing I made for stalker for long time :P
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