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STALKER Shadow of Chernobyl Mod Thread

Silva

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Jul 17, 2005
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Yeah, I felt that in the CNPP in my last SoC Complete playthrough - monolyths respawning behind my back. I even had a save that, immediately after loaded, spawned 2 (TWO) monolyths right in front of me. It was ridiculous.

In Oblivion Lost mod there is an option to reduce strongly respawning of enemies in crucial places. Im hoping the modders considered Agroprom a crucial place. Lets see.
 

Cowboy Moment

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Feb 8, 2011
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Truthfully, there was a good way to retcon SoC's true ending, by making it a double troll, a more elaborate version of the fake endings. Everything that happens after you open the locked door in CNPP would just be a huge hallucination cooked up the by the Wish Granter. It makes sense thematically, if you think about it. The Wish Granter is supposed to grant a person's biggest wish in an ironically twisted way, and what Strelok wants most is to learn the truth about the Zone's origin. So, the Wish Granter would cook up this elaborate conspiracy that explains everything and allows Strelok to move on with the belief that he had solved the mystery. Even the awkwardness of the ending would make sense then, because having the huge exposition dump at the end would be explained by the Wish Granter having to cram that shit in somewhere for Strelok's benefit.

Also, there are some inconsistencies between the games that could also be explained by the C-Consciousness reveal being fake. It is revealed in SoC that C-Consciousness causes emissions, but they still happen in CoP after they've supposedly been killed. Also, even though some Monolith soldiers have been freed from the mind control, others continue to fight and presumably take orders from someone. And so forth...

Of course, this can't work anymore after Clear Sky confirmed all the C-Consciousness shit. Pity.

Great ideas. It would be cool to see Stalker 2 following this line and reveal that everything was fake to begin with.

But what about the "true" Zone origins ? I think it should be

linked to Chernobyl disaster somehow.

Did you read Roadside Picnic ? I think they could drink more from this source.

There shouldn't be any final explanation, or at least none in concrete terms. That's the lesson to be learned from Roadside Picnic and Solaris, which explain very little about their central mysteries. They should lie firmly beyond human comprehension, and only offer a small glimpse into the heart of the matter when directly confronted.
 

Silva

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Yeah, but in Roadside and Solaris there is this alien contact. Its a fact. Thats what I would like to see.. some evidence pointing to an alien contact or something.

If im not mistaken, some npcs tell stories and lore pointing to the Monolyth being extraterrestrial in nature. If we used your argument, then this could actually be true - it created all that plot to fulfill Strelok wishes, but in truth its not

created by any Consciensce, since this last one dont even exist in first place, right?

So, if we assume the monolyth is in fact extraterrestrial, how could we link it to the chernobyl disaster?

Another thing I was thinking is about the local russian myths/urban legends about the CNPP accident. I see there is a lot of different stories about it that an alternative plot cold drink. One of those says the accident was actually caused by a huge antenna aparathus located in the region. Some say this antenna aparathus was related to soviet mind-control experiments to make the people more docile and prone to suggestions.
 

Sodafish

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Dec 26, 2012
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Silva, do you mean for the mission to find the military documents? If so, then yes doing it at night makes it much easier. I sneaked the whole thing. When you grab the docs, make your way up to the roof: there's a ladder there which goes all the way down to the ground at the rear of the building. That way you can avoid retracing your steps through the building past the patrols which spawn there.
 

Sodafish

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Speaking of dodgy AI though, there was one annoying thing I noticed with SoC complete. If you were near to enemies, but out of sight and they weren't aware of you, made a save and then later reloaded that save they would become alert to your presence and come gunning. That could often break attempts at an entirely stealthy run through a stronghold/camp.

Also, shot bulbs would miraculously become whole again after a reload :rpgcodex:
 

DraQ

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Speaking of dodgy AI though, there was one annoying thing I noticed with SoC complete. If you were near to enemies, but out of sight and they weren't aware of you, made a save and then later reloaded that save they would become alert to your presence and come gunning. That could often break attempts at an entirely stealthy run through a stronghold/camp.
Indeed.
ZRP fixes that.

Yeah, but in Roadside and Solaris there is this alien contact. Its a fact. Thats what I would like to see.. some evidence pointing to an alien contact or something.

If im not mistaken, some npcs tell stories and lore pointing to the Monolyth being extraterrestrial in nature. If we used your argument, then this could actually be true - it created all that plot to fulfill Strelok wishes, but in truth its not
:salute:

Beats the whole
Hurr durr hologram also we broke noosphere and suddenly Zone.
herpaderp.

So, if we assume the monolyth is in fact extraterrestrial, how could we link it to the chernobyl disaster?
Attracting aliens would kind of get against the Roadside Picnic's "aliens probably didn't even notice they stepped on us when dumping garbage" vibe.
Maybe ruskie gov't messing around with something they found at Tunguska or some undisclosed and unknown primary Zone? Hell you could have reactivated Tunguska Zone in the sequel. :P

One of those says the accident was actually caused by a huge antenna aparathus located in the region. Some say this antenna aparathus was related to soviet mind-control experiments to make the people more docile and prone to suggestions.
Actually this theme is exploited by the series.

Silva, do you mean for the mission to find the military documents? If so, then yes doing it at night makes it much easier. I sneaked the whole thing. When you grab the docs, make your way up to the roof: there's a ladder there which goes all the way down to the ground at the rear of the building. That way you can avoid retracing your steps through the building past the patrols which spawn there.
But then you have to make your way out through the open terrain, hole in the perimeter fence and even more open terrain, instead of comfortable stealthy tunnels.

It's very rewarding to successfully ghost this mission, BTW.
 

spectre

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Joined
Oct 26, 2008
Messages
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In case anyone gets a similar problem, I just had a scripting glitch in Misery when rescuing the hostage Mitay (it also seems to be a know Misery bug).
After shooting up the camp, I free the dude but instead of leaving the camp, he shuffles to and fro between two points.
After several reloads, trying to shoot him in the leg, dropping stuff in front of him to maybe reset the ai I decided to simply screw this and went on about my business.
Got back to the station, sold the loot, gave Morgan's PDA to freedom, looted the warehouse.
I tried talking to Mitay's friends, but they were broken and crashed the game.
After some time, I went back to Mitay and the mission updated successfully - he was waiting for me at the camp entrance (even managed to survive an emission).

Maybe just I got lucky, but if it happens to you, give it some time to fix itself.
 

Sodafish

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Dec 26, 2012
Messages
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Silva, do you mean for the mission to find the military documents? If so, then yes doing it at night makes it much easier. I sneaked the whole thing. When you grab the docs, make your way up to the roof: there's a ladder there which goes all the way down to the ground at the rear of the building. That way you can avoid retracing your steps through the building past the patrols which spawn there.
But then you have to make your way out through the open terrain, hole in the perimeter fence and even more open terrain, instead of comfortable stealthy tunnels.

It's very rewarding to successfully ghost this mission, BTW.

No, you just make your way back to the manhole in the compound, and back through the tunnels.
 

Sodafish

Arcane
Joined
Dec 26, 2012
Messages
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spectre, I had something similar happen during the bit in Pripyat in SoC where you're meant to follow the other stalkers. They got to a certain point up the road and just sat down as if they were in front of a fire, and wouldn't move :lol: Saving and reloading seemed to reset their script though.

Not that it matters much anyway as they're about as useful as chocolate teapots, but was pretty lulzy.
 

potatojohn

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Joined
Jan 2, 2012
Messages
2,646
IpHnwl.jpg


This is the only bug I remember from Misery. They were just there... squatting... immovable. Eerie.
 

spectre

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Joined
Oct 26, 2008
Messages
5,603
sodafish said:
spectre, I had something similar happen during the bit in Pripyat in SoC where you're meant to follow the other stalkers. They got to a certain point up the road and just sat down as if they were in front of a fire, and wouldn't move Saving and reloading seemed to reset their script though.
Yeah, I remembered that method, unfortunately, Mitay was a stubborn cunt. Reloading managed to reset his loop so he just moved back to point A.

potatojohn said:
This is the only bug I remember from Misery. They were just there... squatting... immovable. Eerie.
Stalkers, synchronized dump, on 1.. 2.. 3...

Speaking of glorious mod AI, I just had a stalker holler "daway granatu!", throw the pineapple, then run towards it. I lolled pretty hard.
 

CorpseZeb

Learned
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Yeah, but in Roadside and Solaris there is this alien contact. Its a fact. Thats what I would like to see.. some evidence pointing to an alien contact or something.

[nitpick]

Well, yes, but point of this "contact" was... pointless sense of contact with the "alien" (e.g total lack of common language, total lack of possibility of communication). That was a Lem idee fixe repeated in the "Fiasco", and earlier in the "Eden" novels. Showing that conception in (any) game, would be really awesome.



 

DraQ

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Yeah, but in Roadside and Solaris there is this alien contact. Its a fact. Thats what I would like to see.. some evidence pointing to an alien contact or something.

[nitpick]

Well, yes, but point of this "contact" was... pointless sense of contact with the "alien" (e.g total lack of common language, total lack of possibility of communication). That was a Lem idee fixe repeated in the "Fiasco", and earlier in the "Eden" novels. Showing that conception in (any) game, would be really awesome.
[nitpick]

That's not a nitpick.
 

potatojohn

Arcane
Joined
Jan 2, 2012
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Man I forgot how difficult SOC was on master difficulty. Even with the merc suit and a shotgun it still took me like five tries to clear the farmstead.

 

CorpseZeb

Learned
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May 3, 2011
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That's not a nitpick.

[not-a-perfect-nitpick]


Well, maybe my nitpick wasn't on a master difficulty, but neither yours, sir.

Ps. Also, any occasion to promote Lem, is a good one. People - read the man works, they well worth your time.

Ps2. [Misery] Its me or most of bandits are neutral, until you do some Sultan mission?
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
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Ps2. [Misery] Its me or most of bandits are neutral, until you do some Sultan mission?

Yes they are, but wasn't it the same in the vanilla game?

EDIT: BTW, I didn't know that CoP had unkillable npcs. Now that you mention Sultan I just wanted to screw around at one point and wanted to give Sultan some sweet lead in the face. Nothing happened, no one even reacted. Decline!!1
 

CorpseZeb

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Yeah, I don't quite remember, but that's possible. I'm briefly (and slowly) browse through Misery, but I always back to the SoC at the end of day, so seeing neutral bandits is something... against a nature.
 
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EDIT: BTW, I didn't know that CoP had unkillable npcs. Now that you mention Sultan I just wanted to screw around at one point and wanted to give Sultan some sweet lead in the face. Nothing happened, no one even reacted. Decline!!1

You shouldn't even be able to draw gun in that area, it's Misery that fucks it up.
 

spectre

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Oct 26, 2008
Messages
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IIRC, bandits are neutral, but once you get the experienced stalker achievement they will sometmes turn hostile and try to rob you.

By the way, can anybody tell me where the hell is Splinter (aka. the guy that let's you expose Flint as Magpie) in Misery? I recall in vanille he was close to the big digger thing in the quarry, he should even appear as a yellow star on the pda map, but I cannot find him for the life of me. Or are there any additional conditions for him to spawn?
 

Silva

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Rio de Janeiro, Brasil
Yeah, I found Splinter dying in the quarry in my Misery game. I was hunting some artifacts with my thing out (the Veles, that is :p) and then I hear someone asking for help. When I get there there is this guy mumbling something about the traitor, and then he dies.

If Im not mistaken, there is an option to help the guy get to Yanov or something. Is it possible to make him live ?
 

spectre

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Oct 26, 2008
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So he's there. Maybe I need to reset the map to make him spawn.
In vanilla, whichever option you choose he says it's too late for help, so he's just there to give you the info on Flint.
 

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