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STALKER Shadow of Chernobyl Mod Thread

potatojohn

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It's not possible to help him. He just asks for vengeance and dies.
 

Silva

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Spec, are you sure you didnt install Misery over any other mod residues ? Youre telling some spawning quirks that I didnt experienced here in my ~45 hours of gaming.
 

MasPingon

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There are no markers in Misery, you should hear him begging for help when you are near anomaly. He is in a place which looks like he fell from this big thing in Quarry
 

potatojohn

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I wish they would just remove the minimap like in Redux. It feels way more immersive without it, and you can always check the PDA for quest markers.
 

spectre

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Spec, are you sure you didnt install Misery over any other mod residues ? Youre telling some spawning quirks that I didnt experienced here in my ~45 hours of gaming.
Yep, I had a clean install for it.
I couldn't find the bugger for the life of me, still the quest kinda resolved itself alternatively, I killed the chimera and went to the oasis, which caused Flint to blab even more and finally he let slip his true identity.
 

MasPingon

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Is there any decent mod for Clear Sky that include sleeping bag? I mean decent, not this peace of shit Complete garbage mod, which makes Stalker a kiddie game with it's game breaking tweaks. Those guys should be fired into space for changes like:
- Bandages and medkits heal and stop bleeding, and less bleeding in general
- Enabled trading weapons with NPCs, and NPCs now sell ammo and supplies

I have made one mistake already and I installed this shit on Shadows of Chernobyl, making the game a walk in the park with overpowered medkits and infinite ammo from npc stalkers. I know about amk sleeping bag mod but all links seems to be dead.

Also, fov switcher 1.7 doesn't work with Clear Sky 1.5.10, does anyone know the reason? New xrGame.dll seems to have a problem working with other .dll's
 

Surf Solar

cannot into womynz
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You can't buy ammo from random stalkers in vanilla SoC? Judging by the huge amount of lead I often waste due to my terrible shooting skills I probably would have to knife everyone I meet by now... :D
 

DraQ

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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.


Why the fuck did you fire PMm so rapidly at distant guy? Firing fast really degrades accuracy in STALKER and PMm doesn't have much accuracy to begin with.

Shit, would record demo, but I only have shitty free version of FRAPS.
 

MasPingon

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Omfg, it seems I would have to install Compete anyway, in vanila CS it's freaking impossible to past the military turret in Cordon when coming out of swamps. Just great,what the hell was GSC thinking?
 

DraQ

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Omfg, it seems I would have to install Compete anyway, in vanila CS it's freaking impossible to past the military turret in Cordon when coming out of swamps. Just great,what the hell was GSC thinking?
Opshuns:

-See if you're able to get back to swamp and find an alternative route.

-Try to snipe (lol) with AK-74 if you have one. Scope can be found on the tower in swamps.

-Try to use solid cover (rocks) against MG fire, pop any soldiers blocking your way and then GTFO to rookie village as fast as possible (hard).
 

MasPingon

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I have found alternative route through swamps, thx for a tip, didn't know there is one. Now I got other problem - I land up in Cordon as Merc and now the other stalkers won't let me pass. After the faction wars in swamps I didn't come back to Clear Sky base, would I became a CS faction member if I do so?

Damn, after all that shit I was reading about Clear Sky I'm truly impressed with this game! For now it got a great feel and isn't as clunky as SoC.

/EDIT

Been watching into ltx files and something feels odd to me. In game_relations.ltx you got rank relations and reputation relations but all the variables are set on 0

[rank_relations]
; novice, experienced, veteran, master
;================================================================
novice = 0, 0, 0, 0
experienced = 0, 0, 0, 0
veteran = 0, 0, 0, 0
master = 0, 0, 0, 0

[reputation_relations]
; terrible, very_bad, bad, neutral, good, very_good, excellent
;======================================================================================
terrible = 0, 0, 0, 0, 0, 0, 0
very_bad = 0, 0, 0, 0, 0, 0, 0
bad = 0, 0, 0, 0, 0, 0, 0
neutral = 0, 0, 0, 0, 0, 0, 0
good = 0, 0, 0, 0, 0, 0, 0
very_good = 0, 0, 0, 0, 0, 0, 0
excellent = 0, 0, 0, 0, 0, 0, 0



Does that mean only community relations work in Stalker series? Is it some kind of feature that wasn't implemented?


//EDIT

Ok, now I get it. It seems to be implemented, you are getting your rank and reputation points throughout the game, only things that don't mean shit are those rank and reputation relations. Attitude of NPC's depends on a sum of your personal goodwill(-1000 for enemies, 0 for neutrals,1000 for friends), community goodwill(most of communities have 0 on the start, then you start to gather a goodwill points), community_to_community relations table, reputation(terrible, -1000, very_bad, -150, bad, -50, neutral, 50, good, 150, very_good, 1000, excellent) and rank(...,novice, 300, experienced, 600, veteran, 900, master,...)

Someone here was wondering why sometimes bandits attack, and sometimes not. Answer is - they got only -1000 community relation with stalkers and freedom, 0 with Actor. So if you or any othr stalker got a good rank and reputation community goodwill,they can became neutral. In Soc on the other hand bandits got -5000, so they can never become neutral. Very interesting




community_to_community relations table for Misery

[communities_relations]
; |actor|bandit| dolg|ecolog|freedom|killer| army|monolith|monster|stalker| zombied|
;===================================================================================================
actor = 0, 0, 0, 0, 0, -1000, 0, -5000, -5000, 0, -5000
bandit = 0, 5000,-5000, 0, -1000, -5000, -5000, -5000, -5000, -1000, -5000
dolg = 0, -5000, 5000, 0, -1000, -1000, 0, -5000, -5000, 0, -5000
ecolog = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
freedom = 0, -1000,-1000, 0, 5000, -1000, 0, -5000, -5000, 0, -5000
killer = -1000, -5000,-1000, 0, -1000, 1000, -5000, -5000, -5000, -1000, -5000
army = 0, -5000, 0, 0, 0, -5000, 1000, -5000, -5000, 0, -5000
monolith = -5000, -5000,-5000, 0, -5000, -5000, -5000, 1000, -5000, -5000, -500
monster = -5000, -5000,-5000, 0, -5000, -5000, -5000, -5000, 0, -5000, -5000
stalker = 0, -1000, 0, 0, 0, -1000, 0, -5000, -5000, 0, -5000
zombied = -5000, -5000,-5000, 0, -5000, -5000, -5000, -500, -5000, -5000, 1000


Btw NPC's start to be hostile from -400 and friendly from 500 points in Soc . Strange thing is that in CS and CoP NPC's between -400 and 500 are visible as neutrals, though a real threshhold is -999 and 999. Reputation seems to have universal impact on your relations with every community, I don't know if you have rank in Misery.

Here is how it works in Soc:

friend_kill_reputation = -40
neutral_kill_reputation = -15
enemy_kill_reputation = 0
friend_fight_help_reputation = 10
neutral_fight_help_reputation = 10
enemy_fight_help_reputation = 0

friend_fight_help_goodwill = 200
neutral_fight_help_goodwill = 200
enemy_fight_help_goodwill = 0

I would change enemy_kill_reputation from 0 to 1, to make it meaningful, also I thing it would be fair and rewarding.

And here is how it works in Misery:

friend_kill_reputation = 0
neutral_kill_reputation = 0
enemy_kill_reputation = 0
free_friend_attack_reputation = 0
free_neutral_attack_reputation = 0
free_enemy_attack_reputation = 0
danger_friend_attack_reputation = 0
danger_neutral_attack_reputation = 0
danger_enemy_attack_reputation = 0
friend_fight_help_reputation = 0
neutral_fight_help_reputation = 0
enemy_fight_help_reputation = 0

community_member_fight_help_goodwill = 1000
friend_fight_help_goodwill = 200
neutral_fight_help_goodwill = 200
enemy_fight_help_goodwill = 1

Lol. I give up, I understand how it works in SoC and CS but Misery seems strange. It looks like reputation doesn't mean shit.It seems only goodwill makes a difference
 

potatojohn

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Messages
2,646
Why the fuck did you fire PMm so rapidly at distant guy? Firing fast really degrades accuracy in STALKER and PMm doesn't have much accuracy to begin with.
Well, I did that fight quite a few times, and I didn't really find it any more effective to fire slower. If anything that's what usually got me killed.

Shit, would record demo, but I only have shitty free version of FRAPS.
Use the ffmpeg, luke.
 

DraQ

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Well, I did that fight quite a few times, and I didn't really find it any more effective to fire slower. If anything that's what usually got me killed.
I'm pretty sure there there is a small, sub-second re-stabilization delay whenever you do something sudden - move around, aim at significantly different spot, fire, change position.

It pays off to have a good cover (so you can minimize unneeded movement), fire from low position, try to aim where you expect your target to be rather than tracking it all the time (so if the guy is running aim about 1s in front of him and pop as he enters your sights - should take care of bullet travel time, but it differs depending on bullets, so you'll need to practice), try to "aim carefully" if you have time for it (again, partial cover), and try to fire single well measured shots, or short 2-4 round bursts with automatics (they will fuck your hit probability less than having extra bullets will improve it, especially with low-impulse weapons, like MP5 or LR-300).

Also, hitting moving target in the head is difficult, so it might pay off to first land a shot or two anywhere, hopefully causing your target to stop and stagger, and follow up with measured headshot before the target manages to resume purposeful activity.

Sure, when the target jumps you suddenly or is running right in front of you like that one guy in the vid, then you're best off just getting off as many shots as possible, but at the distance spraying does more harm than good.

Use the ffmpeg, luke.
:bro:
Downloadan.
No mods, just the last patch.
Get ZRP. It's essentially vanilla, but unfucked.

Bugfixes, re-enabled existing but unused functionality (like anomaly avoidance for NPCs), stuff like better display of weapon stats in inventory (showing first-shot accuracy, rather than overall accuracy), few new features and pretty much every change can be ticked on or off.
 

CorpseZeb

Learned
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May 3, 2011
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[innerworks intestines...]

Lol. I give up, I understand how it works in SoC and CS but Misery seems strange. It looks like reputation doesn't mean shit.It seems only goodwill makes a difference

But, well, for me, big part charm of Stalker series, is that very chaos living in the A-life. Game innerworks are not-deterministic, never fully debugged so sometimes things goes wonderfully out of control. And mods (usually), by adding another bunch of manual changes to various A-life variables, are able to create more wonderfulness mess.

Ps. Now, seriously, I think, Stalker would not have be passed the internal "big/western/EA/ubisoft/dildo/whatever" game beta testing. And I do not know a better compliment for the game, today...

 

DraQ

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[innerworks intestines...]

Lol. I give up, I understand how it works in SoC and CS but Misery seems strange. It looks like reputation doesn't mean shit.It seems only goodwill makes a difference

But, well, for me, big part charm of Stalker series, is that very chaos living in the A-life. Game innerworks are not-deterministic, never fully debugged so sometimes things goes wonderfully out of control. And mods (usually), by adding another bunch of manual changes to various A-life variables, are able to create more wonderfulness mess.

Ps. Now, seriously, I think, Stalker would not have be passed the internal "big/western/EA/ubisoft/dildo/whatever" game beta testing. And I do not know a better compliment for the game, today...
It would have passed Bethesda's beta testing with flying colours, though.
 

potatojohn

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Jan 2, 2012
Messages
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A long time ago I found that if you shoot the three duty guards at the checkpoint, they sometimes won't go hostile. Once they're dead the door automatically opens.

 

Surf Solar

cannot into womynz
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Jan 8, 2011
Messages
8,837
Ok, so I have been constantly switching from CoP (/w Misery) ans SoC (/w Complete 2009). Everytime I get bored of one of the playstyles, I just choose the other (more tight, linear one over the sandbox thing in the other). Aside that despite I have a high end PC and I still cant get beyond DX9 mode in Misery which makes me extremely butthurt when seeing screenshots with dynamic lighting or godrays, both games are fucking amazing. I have "discovered" what makes these games so appealing to me, especially SoC. First it's the architecture, I was raised in eastern germany, former GDR, and while it was nowhere near as "bad" as in other eastern block countries, much of the architecture, especially in Pripyat (ingame) looks as if I would be strolling through an apocalypsied hometown of mine, what with these blocks where many people were housed in etc, I guess it "helps" that sovjet architecture was standardized pretty much, you could see many redeeming architecture feautures in one or the other town. Hell, I could take pictures that look "stalker-y" with practically the same architecture going out a 10 minute stroll from here because there are still many sovjet buildings left. Then, the lethality, even on the easiest difficulty, you can die with one headshot if you are very unlucky. The lack of "AAA polishing". Everything feels crude, "broken" - in a way that you dont care for the brokeness because it generates nice gaming moments - the AI opposite to Bethesda Games I guess. The Flora, especially in SoC looks just like in real life an abandonend place would look. No edgy "omfg postapo!11", just natural overgrowth etc. The "Folklore" other Stalkers give to the player. Many contradicting opinions or lore. The utterly unnatural feel of the anomalies. Sure, from a gameplay side of view, they are not a big deal. But seeing a pond/small lakes water being bended beyond known physics for the first time in CoP made me "WTF IS THIS!". Awesome. The entire zone seems believable, and I believe it when stalkers ingame say that it is some sort of frontier, people who don't have much to lose visit it, that's why it works halfways atleast in this very close alternate universe.

Just being lulzy here, if such an event would happen in real life (the second accident at the power plant there), the site would have been under heavy border control with no possibility to let "stalkers" in. But it's still fun to think about it. :D It's also funny how utterly unprofessional or incompetent the ukrainian army gets portrayed in SoC, something they redeemed in CoP though. If such a serious thing would happen in our world, there would be more than a few convicted criminals or other loners interested in traversing the zone methinks.


Anyway, to be more specific:

As for SoC, I have completed all the tasks up about the "Bar" - I am now to go into X18. Judging by how you guys hinted that it will rape my sanity, I will wait until friend shows up so we can record it with microphone etc. I have completed all the Arena stuff too, that was pretty easy, disappointingly. Finding stashes, even if they don't bring anything new to the table, is fun!

Question - on which map in SoC does this track play? http://www.youtube.com/watch?v=iYgjIvKlrMA

For CoP-Misery - I have edited the main menu track, there was some sort of russian hip hop playing there before which was, eh, sort of, ok, but I replaced it with the "Radwind Pt.2" one. I had great struggles not to die at the start, but now that I have found some good loadout (Sunrise Suit with upgrade so I can carry 40 kg instead of 30), fully upgraded gas mask, the An Abakan (? is that the real name) with all the available mods attached and a nice PSO scope and the game becomes too easy now... I can pop bandits or zombies from miles away. :/ I even found an F2000 on some random corpse during the bloodsucker mission. WTF! Won't touch this gun until up to endgame then. My biggest gripe is that the zone doesnt feel scary or hard anymore, even though Beard constantly asks for artifacts that I want to search for but have no idea where to search for....
 

Sodafish

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As for SoC, I have completed all the tasks up about the "Bar" - I am now to go into X18. Judging by how you guys hinted that it will rape my sanity, I will wait until friend shows up so we can record it with microphone etc. I have completed all the Arena stuff too, that was pretty easy, disappointingly. Finding stashes, even if they don't bring anything new to the table, is fun!

:bravo:

Question - on which map in SoC does this track play? http://www.youtube.com/watch?v=iYgjIvKlrMA

Pretty sure that's from Lab X16, which comes later.
 

Silva

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Rio de Janeiro, Brasil
Just a heads up:

There is a discussion on the Misery page right now about the implementation of "personal lootable stashes". The idea is to allow the player to create his own stashes wherever he wants in the zone.

Actually, thats already granted for version 2.0. Whats really on discussion is the possibility of the player stashes being looted by NPCs, except if hidden in "clever" places (I dont know yet what constitutes a clever place, but I imagine thats places where the npcs cant go, eg: high places, roofs, etc). Also, the player would have to pay a daily fee for using the safes/stashes in the skadovski/yanov.

I find such a change really interesting because it would level the playinng field between the player and npcs regarding stashes, and would also force hard choices on the player (Do I keep my stuff in the skadovski but paying a harsh fee? Or do I hide it out there in the zone but risk it being found by other stalkers? ).
 

potatojohn

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Messages
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Redux for SOC had that... It was pretty sneaky too, the stalkers only stole single items. I only noticed after one of them stole a goddamn RPG launcher and was casually walking around with it at the bar.
 

Sodafish

Arcane
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Dec 26, 2012
Messages
9,047
The wild stashes seems like a cool idea if it worked reliably; the whole "cleverly hidden" bit is the lynchpin of the idea though, as you say. The rented safe stashes idea is nice too, and kind of realistic when you think about it: there would be limited storage space in these safe houses after all, and they would therefore be highly sought after by the stalkers.

EDIT

Although, the "safe stashes" idea does fly in the face of the Snag quest in Yanov. If they implement this does it mean they will allow the player to be reimbursed by Hawaiian? :smug:
 

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