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STALKER Shadow of Chernobyl Mod Thread

CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
the only thing a stalker needs
is a suitcase and a trunk
and the only time he is satisfied
is when that aforementioned trunk
is full of 7.62x39 M43

:rpgcodex:
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,551
Location
Russia atchoum!
but I'll probably give that one another shot soon

If anything, Solianka worth to try it.
Bear in mind that all most wrongness you will see most likely - from all I know about it - is intentional.
I have a feeling it's undergroungd art in form of game. It has x10 times more content then other mods - no jokes.
So, be patient, and try it. Tink of it like Dark Souls. Try again.

This is NLC 7

This is peak stalker modding, puke

Once you try it, there is no coming back

Siak looks a bit different then last time ahah.
 
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ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
I remember trying to play OGSR a year or two ago and that version was crashing too much, so I just gave up. Now there is some repack on moddb with a lot of fixes and optimizations, and it's been surprisingly stable so far. It feels almost weird playing Stalker without constant stuttering. After experiencing all these changes to SoC, I find it hard to go back to vanilla.

the link:
https://www.moddb.com/mods/ogsr-mod-repack-from-serega-lus-with-english-patch
 

vibehunter

Learned
Joined
Feb 1, 2021
Messages
264
As long as all the item descriptions are localized correctly, that's all I need. That was the #1 reason I uninstalled Gunslinger almost immediately.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
I've seen a few messages still being in Russian, like how much money you looted and some other minor ones, while most descriptions are in English. Translation is as good as it can be for these Russian mods, sadly. I won't complain because gameplay is good enough to keep me playing.

As for Gunslinger, afaik there is a fan translation which is now integrated in Gunslinger installer, just select custom addons. It's not much, but way better than what was already there.
 

Billy Cockmeme

Literate
Joined
May 25, 2021
Messages
22
Location
SIRCAA
Holy fucking balls. Stalker modding community is being retarded. Again.

Stalker 2 assets got leaked from 2011. All of them (Or at least most of them). And it's great, we can see what could have been if GSC didn't fuck up with financial troubles.

Now, Stalker 2: Old Concept, a project aiming to recreate S2 from 2011 (headed by, surprise surprise, Dezowave,the creators of Lost Alpha) is being cancelled. The devs are shitting and pissing all over, because muhh builds leaked.
It's not even their stuff. They have been sitting on this old stuff for almost a decade. And yet they are being drama queens over this. None of their work got leaked, only the GSC stuff, which we, the community, are entitled to.

But I got even worse news, pukes. The build isn't playable. There is no game. GSC never made a playable game. It's only the development kit. You can go into the few maps that have been made via first person, but there's not much. GSC works slower than Valve on HL3.

And the worst thing - the first S2 trailer used old assets. You can see Ratwolves and Stalkers from the old builds, anomalies and artifacts from Survarium (which uses a fork of Xray 2). GSC shows nothing because they have nothing to show.

I think stalker will die in a few years, pukes. Modding cannot singlehandidly keep the series alive after two S2s being shit.
 

Tacgnol

Shitlord
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Joined
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Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Holy fucking balls. Stalker modding community is being retarded. Again.

Stalker 2 assets got leaked from 2011. All of them (Or at least most of them). And it's great, we can see what could have been if GSC didn't fuck up with financial troubles.

Now, Stalker 2: Old Concept, a project aiming to recreate S2 from 2011 (headed by, surprise surprise, Dezowave,the creators of Lost Alpha) is being cancelled. The devs are shitting and pissing all over, because muhh builds leaked.
It's not even their stuff. They have been sitting on this old stuff for almost a decade. And yet they are being drama queens over this. None of their work got leaked, only the GSC stuff, which we, the community, are entitled to.

But I got even worse news, pukes. The build isn't playable. There is no game. GSC never made a playable game. It's only the development kit. You can go into the few maps that have been made via first person, but there's not much. GSC works slower than Valve on HL3.

And the worst thing - the first S2 trailer used old assets. You can see Ratwolves and Stalkers from the old builds, anomalies and artifacts from Survarium (which uses a fork of Xray 2). GSC shows nothing because they have nothing to show.

I think stalker will die in a few years, pukes. Modding cannot singlehandidly keep the series alive after two S2s being shit.

Dezowave has been involved in drama before. Quite the little drama queen.
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,497
I think stalker will die in a few years, pukes. Modding cannot singlehandidly keep the series alive after two S2s being shit.

Just get me a hand translation of NLC7 and I'll happily let it die. I dont give a fuck about S2 or the lame ass modding scene.

omg u guysss 2022 gunslinger but with SOC levels prologue on top of COP! waaaoowww!

fetchimage
 

jebsmoker

Arcane
Patron
Joined
Nov 17, 2019
Messages
2,668
Insert Title Here Strap Yourselves In I helped put crap in Monomyth
Holy fucking balls. Stalker modding community is being retarded. Again.

Stalker 2 assets got leaked from 2011. All of them (Or at least most of them). And it's great, we can see what could have been if GSC didn't fuck up with financial troubles.

Now, Stalker 2: Old Concept, a project aiming to recreate S2 from 2011 (headed by, surprise surprise, Dezowave,the creators of Lost Alpha) is being cancelled. The devs are shitting and pissing all over, because muhh builds leaked.
It's not even their stuff. They have been sitting on this old stuff for almost a decade. And yet they are being drama queens over this. None of their work got leaked, only the GSC stuff, which we, the community, are entitled to.

But I got even worse news, pukes. The build isn't playable. There is no game. GSC never made a playable game. It's only the development kit. You can go into the few maps that have been made via first person, but there's not much. GSC works slower than Valve on HL3.

And the worst thing - the first S2 trailer used old assets. You can see Ratwolves and Stalkers from the old builds, anomalies and artifacts from Survarium (which uses a fork of Xray 2). GSC shows nothing because they have nothing to show.

I think stalker will die in a few years, pukes. Modding cannot singlehandidly keep the series alive after two S2s being shit.

this also happened way back in 2009 when gsc officially released build 1935 to the public. i almost remember the exact posts dez0dor made in the gsc forums lamenting how his work was superseded by that old prototype build
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,497
Beware, as Stalker will or alrady is get in the way of Stalker 2, CGS will try to eliminate mods for it.

Zero reason to believe this. GSC's history with the modding community has been nothing short of magnanimous. Otherwise openxray wouldn't be a thing.
 

Tacgnol

Shitlord
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Joined
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Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Beware, as Stalker will or alrady is get in the way of Stalker 2, CGS will try to eliminate mods for it.

Zero reason to believe this. GSC's history with the modding community has been nothing short of magnanimous. Otherwise openxray wouldn't be a thing.

It would also be a PR disaster of the highest order to go after anything at this stage.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
If you guys didn't know, last month a new version of Sky Reclamation Project was released, four years after the previous one. It added further fixes and optimizations to Clear Sky. Maybe someone will be interested in playing CS, it's sadly underrated because of its horrible launch.

https://www.moddb.com/mods/srp/downloads/srp-v113
Changelog:
• Fixed the game sometimes becoming corrupted due to release_body_manager.script deleting the wrong type of game entity after a human corpse identifier tracked by it becomes orphaned and re-used.
• Fixed the sr_bloodsucker scheme crashing the game due to a race condition sometimes causing the marsh creature's server entity to be deleted immediately after being created.
• Fixed the storyline breaking if Hog is killed or his squad turns hostile when the player's task is to talk to them to find out where to find the strongest radio signal.
• Fixed the issue where asking a squad commander for work after accepting a 'capture' task from him via dialogue would prevent the 'capture' task from failing if the squad perishes, leaving the task incompletable and in progress indefinitely.
• Worked around some instances of the issue where squads would sometimes fail to capture a camp upon reaching it.
• Enabled offline squads to engage enemy 'idle' stage squads in addition to enemy 'combat' stage squads to prevent perpetual inaction when one squad is 'idle'.
• Fixed combatting offline squads sometimes dealing zero damage to each other perpetually due to an incorrect use of math.random().
• Fixed a race condition causing factions to sometimes momentarily lose faction war targets only to immediately regain them again.
• Prevented the faction war sometimes jamming due to the same squad being assigned to an unreachable target over and over again ad infinitum.
• Fixed the issue where the player could join the loners before they are permitted to capture targets necessary to progress the faction war.
• Fixed the issue where assaulting a squad from the tasking faction would register the player's assistance in a random faction war task not received via dialogue.
• Fixed the issue where a 'defend' task would get cancelled instead of completed if the player kills the attack squad before it leaves for its target point (i.e. before the timer reaches zero).
• Fixed the issue where a 'capture' task would be completed instead of cancelled in response to its target being captured by no-one when the task's assigning faction regresses from the faction war phase that prompted the task.
• Fixed the issue where a 'capture' task could be accepted from a squad leader via dialogue even while another 'capture' task is active against the squad leader's own smart terrain, enabling the newer task to be masked by a generic 'eliminate' task with the same target and preventing the player's assistance from ever being registered for it.
• Fixed the "Help the stalkers" task in Agroprom being cancelled immediately after being received if the loner faction is hostile to the player.
• Fixed the issue where a generic 'eliminate' task would be assigned instead of a resource/territory smart terrain specific one even when the relevant smart terrain meets the criteria for the latter.
• Fixed some generic faction war tasks not yielding their intended faction-specific reward.
• Fixed the issue where idle enemy squads would sometimes not congregate into a defensive formation upon spotting the player approaching their camp in the distance.
• Fixed an SRP v1.0.7 regression that prevented new faction equipment chest supplies from spawning on a smart terrain upon its occupying squad switching online if the squad captured it while offline.
• Fixed an SRP v1.1.1 regression that under some circumstances prevented the pseudodogs that spawn beside the military base from immediately attacking it.
• Fixed the issue where the marsh creature scene would sometimes fail to terminate if the marsh creature glitches into geometry after snatching its victim.
• Fixed the wrong location-based multiplier being used to spawn faction equipment chest supplies for scripted squads loaded from a savegame (as opposed to spawning into the Zone in the current game session).
• Fixed the issue where Kostyan's squad would begin attacking the military base prematurely if the player has already been to the military base entrance before Kostyan's squad spawns (new game required for effect).
• Fixed Clear Sky's "Find the “Compass” artifact" task being received and immediately completed before the "Bring the “Compass” to Forester" task is received if the player already has the Compass when Forester asks the player to retrieve it.
• Fixed the issue where the cancellation of one of Orest's tasks would prevent subsequent ones from becoming available.
• Fixed the issue where the sound of the bridge to Limansk being lowered would fail to reinitialize upon loading a save.
• Fixed the greeting audio of some NPCs (most notably Professor Beanpolev) occasionally playing over their first spoken dialogue when the player opens a dialogue window with them.
• Fixed the issue where Yar's friend's PDA could be returned even if absent from the player's inventory e.g. due to having been moved into a container.
• Fixed the issue where the machine gun mounted to the BTR in the Freedom base would remain inactive until the player completes the task to find the base, enabling the player to trespass without consequence by entering the Dark Valley earlier than intended.
• Fixed the issue where scripted Yantar stalker squads could respawn right in front of the player.
• Fixed the issue where zombified stalkers at the Army Warehouses could sometimes vanish right in front of the player.
• Fixed some groups of zombified stalkers using cover as if they were ordinary stalkers.
• Made Yar's 'Bring the component to the technician' task fail on daybreak to be consistent with the task briefing, which implies it needs to be completed by sunrise.
• Fixed the all.spawn typos and incorrect inventory box nomenclature preventing squads from spawning loot in inventory boxes in the Dark Valley and some inventory boxes in Agroprom (new game required for effect).
• Fixed an SRP v1.0.4 regression that prevented Sidorovich's store discount from being applied immediately.
• Fixed a range of trade config mistakes and omissions that resulted in some items being wrongly bought/sold at market price by certain traders.
• Fixed the issue where the respective levers for the Limansk generator and Army Warehouses transmitter would return to their original position after loading a save in which they have been turned.
• Fixed the smoothing of the bridge to Limansk mesh, which could cause shadow glitches at some angles and lighting conditions.
• Fixed the issue where no money would actually be taken from the player in exchange for hiring the stalker squad overlooking the Cordon vehicle station to raid it.
• Fixed the issue where the stalker squad overlooking the Cordon vehicle station could be hired to raid it in exchange for payment even if the player lacks sufficient funds.
• Fixed campfire NPCs sometimes clipping into each other due to overlapping positions.
• Improved the randomization of generic NPC dialogs by preventing a dialog of a given type from being repeated until all suitable dialogs of that type have been uttered once.
• Unlocked several previously unused greeting phrases for stationary squad NPCs.
• (CoP import) Fixed the invalid compound vector comparison in shader mark_msaa_edges.ps.
• (Optional) Added a feature to disable enemy map spots on the mini-map, too, instead of only on the world map as done by the 'No Enemy Map Spots' and 'Show Only Ally Map Spots' features.
• Re-enabled the ending credits after the final cutscene and made freeplay require explicitly returning to the game from the main menu in order to make it clearer to first-time players that the game has officially ended.
• The bandits now try to capture the stalkers' main respawn points after winning their mutual faction war to prevent the stalkers from securing reinforcements.
• Made the maximum length of each attribute progress bar in the "Faction War" tab of the PDA reflect something more sensible than the highest level of the relevant attribute among all factions, as in the unmodded game:
• The maximum length of the faction strength bar now corresponds to the sum of the strengths of the two opposing factions displayed, effectively making the bar indicate relative faction strength.
• The maximum length of the resources bar now corresponds to the resource level at which the player's faction spawns NPCs from its highest-tier supply probability distribution.
• The maximum length of the squad count bar now corresponds to the maximum squad count of the player's faction at its final faction war phase.
• Reversed the SRP v1.0.4 decision to convert the "Take over the flea market together with the bandits" task into an 'eliminate' task to work around the issue where the ally bandit squad might perish and leave the 'capture' task impossible to complete. Instead, the bandit squad now simply respawns if necessary.
• Removed the optional 'DX10 Patch'. It did not fix the intermittent freezing caused by 'Update for Microsoft Windows (KB2670838)' on Windows 7 when playing in DX10/10.1 mode with anti-aliasing enabled through the game's graphics settings.
• Removed the optional Float32 feature. It caused wet surfaces to appear overexposed and desaturated in DX10/10.1 mode.
• Disabled Scar's hard-coded death when using the optional sleeping bag feature to sleep when the danger bar is full.
• Fixed a few remaining NPC disposition bugs.
• Miscellaneous improvements to the faction wars.
• Miscellaneous improvements to previous fixes.
• Miscellaneous fixes to the ending credits.
• Script optimizations.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,365
Someone made English translation for New Arsenal 7 for Shadow of Chernobyl.
HERE
And of course it's not just gun pack. There is a bunch of weird shit like
There's a C-Con agent named Dr. Monolith who has discovered how to travel through time and make Nazi Germany ally with the Monolith
yeah...
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,551
Location
Russia atchoum!
GSC's history with the modding community has been nothing short of magnanimous. Otherwise openxray wouldn't be a thing.

They was need this for simple reason - their brand didn't vanish in oblivion.
When they will release STALKER2, first game will get in the way.
Remember Microsoft and Windows. And every big company that made product so good, it become obstacle for a sales of new product.
It's a capitalism - you shouldn't make a product with good or exellent quality - just average or poor would be enough.
 
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Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,028
Location
harsh circumstances
Pathfinder: Wrath
So what's the definitive open world meme way to play STALKER right now? I've done CoC and Anomalmeme a few times, but it's been awhile since I've played.
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,509
Location
Poland
Strap Yourselves In Codex Year of the Donut
So what's the definitive open world meme way to play STALKER right now? I've done CoC and Anomalmeme a few times, but it's been awhile since I've played.

Road To The North sucks less, apparently.
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
So what's the definitive open world meme way to play STALKER right now? I've done CoC and Anomalmeme a few times, but it's been awhile since I've played.

Road To The North sucks less, apparently.

Kinda. It's basically just a cut down version of Anomaly with one or two proper side quests that aren't 100% fetch.

The main story is nothing to write home about, and pretty similar to Anomaly in that it's just missions from the original trilogy.

It does put a tiny bit more effort into the story than most of the freeplay "story modes" to be fair, but I wouldn't go in expecting anything grand.
 

Tacgnol

Shitlord
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Joined
Oct 12, 2010
Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
IIRC RottN is based on old Misery, so it's not junk collector The Game like Anomaly or DedArr.

They based it on Call of Misery, but used the Anomaly branch of the OpenXray engine.

It shares (or did at release) quite a few bugs that existed in both CoM and the version of Anomaly that was predominant at that time.

It does indeed lack most of the AXR/Junk stuff.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
Why does OGSE/OGSR still run like shit, even on a 10-core @ 5GHz cpu? Seriously, even the 64-bit versions have hideous, horrible microstutter. Looking forward to Stalker 2 because even if all is lost and it turns out to be pure popamole puke, it will run smoothly, at least smoothly compared to OGSE. Or am I missing a video setting that causes those microstutters in OGSE/OGSR? I play at Maximum detail settings but even at the lowest possible graphics options, I still get those microstutters, sometimes just turning with a bush in front of me causes a burp. I have a dream: that we someday get a true updated engine for Stalker instead of a 64-bit hack, and it has toolsets and is moddable, and people take all these mods and redo and make them great again. But you know what happened to the last guy who said "I have a dream..." so... there ya go.
 

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