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S.T.A.L.K.E.R. SOC Total Conversion mods

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
as of tight now, the only worthy mods for CoP are alundaio's AI Tweaks and cromm cruac's visual mods (atmosphere 2 and absolute texture packs) and the usual sound overhauls by imperialreign and darius6. complete is still buggy (more than vanilla), reloaded includes an old and buggy version of alundaio's (and/or rulix) ai mod afaik and redux looks like shit, imho.
 

poocolator

Erudite
Joined
Jun 25, 2008
Messages
7,948
Location
The Order of Discalced Codexian Convulsionists
Fucking shit.

In a recent development, I discovered sneaking and back-stabbing.
Also related, I discovered game-crashing when equipping nightvision goggles.

Canst anyone provide me with tips on how to get by the bandits of Dark Valley, holed up in their beloved factory? They seem to be respawning as quickly as I can kill 'em and with every quickload I perform. (I'm on my way to Borov; all I need is his fucking key.) Also, it doesn't help that I was forced to suffer a blowout while in the pipes to the Northwest of the factory, whilst sneaking in, and now every fucking magickal irradiated beast is after my ass; exclusively my ass, no less.
 

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,181
Location
Ελλάδα
poocolator said:
In fact, I'm using a rifle (AN-something, forgive me; my knowledge ends with AK-101) that beats my old kalashnikov. It's condition is full, too. IIRC, I only got this rifle halfway through the game the first time I played STALKER (vanilla), which is the reason behind my excitement. That much I remember from my first playthrough of the vanilla game years ago. I think it may have been the same rifle model, too.
The AKM?
AKmTPS01.jpg

Good weapon, will probably be your primary for a while.

poocolator said:
Anyway. I wanted to ask you, bros:
is there any serious downside to alienating the Military faction? I mean, in all of my cases, they're the ones who had fired first. It doesn't help that I feel guilty for killing them because I could be killing our conscripted bro, skyway.
Not that I recall.
 
Joined
Aug 5, 2009
Messages
3,749
Location
Moo?
In any playthrough where I'm not being a murderous douche, I generally only fight the military troops when absolutely necessary. Even though they're aggressive, leaving them at their posts most of the time cuts down on headaches elsewhere. Take them out under the bridge in the starter area for instance, and you'll be noticing a heck of a lot more Bandits lurking nearby the newb camp. Previously the checkpoint would have slaughtered them the moment they even got close to that area.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
dextermorgan said:
poocolator said:
In fact, I'm using a rifle (AN-something, forgive me; my knowledge ends with AK-101) that beats my old kalashnikov. It's condition is full, too. IIRC, I only got this rifle halfway through the game the first time I played STALKER (vanilla), which is the reason behind my excitement. That much I remember from my first playthrough of the vanilla game years ago. I think it may have been the same rifle model, too.
The AKM?
AKmTPS01.jpg
Nope, probably this one.

RL counterpart.
 

Tycn

Savant
Joined
Sep 11, 2009
Messages
1,852
Location
Prosper Land
poocolator said:
Fucking shit.

In a recent development, I discovered sneaking and back-stabbing.
Also related, I discovered game-crashing when equipping nightvision goggles.

Canst anyone provide me with tips on how to get by the bandits of Dark Valley, holed up in their beloved factory? They seem to be respawning as quickly as I can kill 'em and with every quickload I perform. (I'm on my way to Borov; all I need is his fucking key.) Also, it doesn't help that I was forced to suffer a blowout while in the pipes to the Northwest of the factory, whilst sneaking in, and now every fucking magickal irradiated beast is after my ass; exclusively my ass, no less.
No idea about the crash I'm afraid. Don't recall having any problems with the night vision myself.

Respawns shouldn't be fast enough to have any effect on the outcome of a firefight. Is it possible that there's just a whole lot of them who aren't coming out all at once?
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Tycn said:
poocolator said:
Fucking shit.

In a recent development, I discovered sneaking and back-stabbing.
Also related, I discovered game-crashing when equipping nightvision goggles.

Canst anyone provide me with tips on how to get by the bandits of Dark Valley, holed up in their beloved factory? They seem to be respawning as quickly as I can kill 'em and with every quickload I perform. (I'm on my way to Borov; all I need is his fucking key.) Also, it doesn't help that I was forced to suffer a blowout while in the pipes to the Northwest of the factory, whilst sneaking in, and now every fucking magickal irradiated beast is after my ass; exclusively my ass, no less.
No idea about the crash I'm afraid. Don't recall having any problems with the night vision myself.

Respawns shouldn't be fast enough to have any effect on the outcome of a firefight. Is it possible that there's just a whole lot of them who aren't coming out all at once?
This. I only play with minimal selection of mods but respawns should be slow in patched game and NV devinitely shouldn't crash anything.
 

poocolator

Erudite
Joined
Jun 25, 2008
Messages
7,948
Location
The Order of Discalced Codexian Convulsionists
Yes, you gentlemen were ultimately correct. The respawns were a fictitious construct of my mind attempting to legitimize my shittiness.

I managed to beat those bastards down and find, after much, MUCH, suffering, my way to the X18 lab.

My first impressions: simply put, I was disappointed with discovering that these "zombies" were replete down there. Too many fucking zombies. I recall from the first time I played the game, when it was released, that either A) zombies didn't exist or B) there were many fewer of them.

In any case, these retarded zombie units seriously detract from the atmosphere.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
poocolator said:
Yes, you gentlemen were ultimately correct. The respawns were a fictitious construct of my mind attempting to legitimize my shittiness.

I managed to beat those bastards down and find, after much, MUCH, suffering, my way to the X18 lab.

My first impressions: simply put, I was disappointed with discovering that these "zombies" were replete down there. Too many fucking zombies. I recall from the first time I played the game, when it was released, that either A) zombies didn't exist or B) there were many fewer of them.

In any case, these retarded zombie units seriously detract from the atmosphere.
That's why I play it almost vanilla.

:obviously:
 

poocolator

Erudite
Joined
Jun 25, 2008
Messages
7,948
Location
The Order of Discalced Codexian Convulsionists
Okay, boys.

I had managed to get into x18 a week ago. I didn't need to ask for help but I did so anyway. I figured everything out on my own.

So, today, upon entering X18 I was excited as shit, anticipating the same scenario as the first time I played this shit without mods.

Nope.

Garbage. Garbage is the first word that comes to mind.
First of all, there are way too many zombies to make x18 scary; I remember, in the vanilla version, 'walking' my way through the map, to make sure I avoided anything ungodly. You know, being all careful. Nope, not in this retarded modded iteration. I just run and gun.

Well, running and gunning works well for doom 3 but doesn't work well for the countless zombies of supermodpacck. I ran into a hallway thinking I was going in the right direction, you know, to escape the countlessly-resurrecting zombies; but, alas, I had my self insta-gibbed-deathed-raped by a magically invisible artifact. Oh, ho, good thing I quicksaved, excpet for the fact quickload times are 2 minutes.

So, I guess that ends my playthrough of the modded SoC. I can't be bothered with the time wastage, nor with hunting down trainers to stop it from happening. Maybe one of these days I may go through it again.

but, seriously, 200 zombies was not what I remembered of x18. I remembered a dark, foreboding place where I was compelled to "walk" instead of "run" , never knowing what would happen 'round the next corner.

What fucking garbage.
I think I should probably unisntall the modded shit-version and replay the vanilla version, with perhaps the improvied ballistics mod.
 

crazy_dave

Educated
Joined
Aug 5, 2009
Messages
194
Location
Crazy Dave's Shop
poocolator said:
Okay, boys.

I had managed to get into x18 a week ago. I didn't need to ask for help but I did so anyway. I figured everything out on my own.

So, today, upon entering X18 I was excited as shit, anticipating the same scenario as the first time I played this shit without mods.

Nope.

Garbage. Garbage is the first word that comes to mind.
First of all, there are way too many zombies to make x18 scary; I remember, in the vanilla version, 'walking' my way through the map, to make sure I avoided anything ungodly. You know, being all careful. Nope, not in this retarded modded iteration. I just run and gun.

Well, running and gunning works well for doom 3 but doesn't work well for the countless zombies of supermodpacck. I ran into a hallway thinking I was going in the right direction, you know, to escape the countlessly-resurrecting zombies; but, alas, I had my self insta-gibbed-deathed-raped by a magically invisible artifact. Oh, ho, good thing I quicksaved, excpet for the fact quickload times are 2 minutes.

So, I guess that ends my playthrough of the modded SoC. I can't be bothered with the time wastage, nor with hunting down trainers to stop it from happening. Maybe one of these days I may go through it again.

but, seriously, 200 zombies was not what I remembered of x18. I remembered a dark, foreboding place where I was compelled to "walk" instead of "run" , never knowing what would happen 'round the next corner.

What fucking garbage.
I think I should probably unisntall the modded shit-version and replay the vanilla version, with perhaps the improvied ballistics mod.

Has anyone tried SoC Complete?

Does it also fuck the atmosphere up like that?
 

baronjohn

Cipher
Joined
Nov 8, 2008
Messages
2,383
Location
USA
The only stalker mod I recommend is REDUX. It makes the game MUCH more difficult.
 

Tycn

Savant
Joined
Sep 11, 2009
Messages
1,852
Location
Prosper Land
X18 is half an hour in a 20 hour game and I don't recall anything remotely approaching the realm of 200 zombies. To me it's well worth it but if the gunporn is lost on you it might be better to look elsewhere.

Complete changes nothing of consequence so yes, you should be fine.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Tycn said:
X18 is half an hour in a 20 hour game and I don't recall anything remotely approaching the realm of 200 zombies. To me it's well worth it but if the gunporn is lost on you it might be better to look elsewhere.

Complete changes nothing of consequence so yes, you should be fine.
I like gunporn, but SoC's main asset is the atmosphere.
 

poocolator

Erudite
Joined
Jun 25, 2008
Messages
7,948
Location
The Order of Discalced Codexian Convulsionists
DraQ said:
Tycn said:
X18 is half an hour in a 20 hour game and I don't recall anything remotely approaching the realm of 200 zombies. To me it's well worth it but if the gunporn is lost on you it might be better to look elsewhere.

Complete changes nothing of consequence so yes, you should be fine.
I like gunporn, but SoC's main asset is the atmosphere.
Which is lost on Tycn.

But, yeah; provided you don't want to waste time managing mods, Tycn's pleasurable zombieland is preferabel to any alternatives one can cook up.

whether "gunporn is lost on me" is a fact or not depends on how much Tycn likes to play Left For Dead 2.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
poocolator said:
DraQ said:
Tycn said:
X18 is half an hour in a 20 hour game and I don't recall anything remotely approaching the realm of 200 zombies. To me it's well worth it but if the gunporn is lost on you it might be better to look elsewhere.

Complete changes nothing of consequence so yes, you should be fine.
I like gunporn, but SoC's main asset is the atmosphere.
Which is lost on Tycn.

But, yeah; provided you don't want to waste time managing mods, Tycn's pleasurable zombieland is preferabel to any alternatives one can cook up.
Well, I just use ZRP because I like the atmosphere and don't like managing mods.

Other than that I wouldn't object to a gunporn mod affecting only guns or a mod affecting emergent behaviour IF IT DIDN'T FILL THE MOST ATMOSPHERIC LOCATION EVER WITH POINTLESS ZOMBIES.
 

Tycn

Savant
Joined
Sep 11, 2009
Messages
1,852
Location
Prosper Land
To me the atmosphere is mostly contained in the general running around an irradiated ecosystem and not the few instances where you get to explore a claustrophobic underground lab (which loses most of its impact after one or two playthroughs). X18 is pretty ordinary once you know about the poltergeists.

Left 4 Dead is an unfair exaggeration, anyway. The overall pacing and quantity of combat is fine.
 

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