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STALKER Shadow of Chernobyl Mod Thread

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,249
Gamma ain't working for me (must be alaa that garbage in the soft/drivers accumulated through the years) so Escape from Pripyat was the only choice.

There was some irritating stuffs like Unload All button, which detach mags for every gun, but there's no button to unload those mags. So either painstakingly unload them (even with option to empty mag instantly instead of bullet by bullet every second) it takes a lot of time. And you need that ammo to use or dismantle and turn into your prefered calibre.

There are missions to assassinate some target with [WTF] tag... but they can be really tough even with good gear - getting destroyed by some shotguns (usually Armsel Protecta) even with maxed out bulletproof resistance in my exo. Oh and if we gather enough rep they start sending bounty hunters at us. Remember Alpha Squad from SGM/Sigerous Mod? Yeah...

You can get new guns by running "[WTP] Equip" missions (you get info about NPC with gun in perfect condition, which is impossible to find in Misery-based mods and projects like ANomaly) or pick Transactions and open these chests/packages at the cost of rep loss.

You can get better artifacts via transmutation, which requires addons for Veles/Svarog detector and recipes on flashdrives. Pull out detector, drop the artifact and required mutant skin or meat.
Which is similar to Solanka mods where you put ingredients together and make a new one. At least you don't need to sit in the anomaly to drop them...
Another source of good arts? Medics can tell you which anomaly have good one via "Artifacts For Everyone" - at the cost of reputation loss when you pick it up. But if you do a lot of tasks then it doesn't matter.
Otherwise there's really small chance to find them traditional way even with Geologist achievement.

Sometimes your targets starts jumping between levels in weird way, crossing the Zone in one go. Quite annoying without fast traveling.

Bar is bloated - either by my stashes or amount of NPCs. Loading requires closing the game via Task Manager and loading autosave. Other maps works just fine.

Lootboxes are nice bonus, took me awhile before discovering that you can bundle lockpicks and not load them one by one... my fingers.

Nightvision doesn't work for me, iirc it's DX10/11 exclusive feature. What. Seems like my plan to visit Red Forest at night and poke people+animals with machete have to wait. Stabbin' in general, along with crafting and cooking, is best money saving method. I just wish that game didn't close crafting screen every time you craft something. Making more ammo takes even longer because you need to open them again (and with a lot of items - wait awhile to load. Every. Time).

PDA upgrade let you see corpses again, great tool in Red Forest if you like to scavenge some loot left behind...
 

None

Arbiter
Joined
Sep 5, 2019
Messages
1,932
Besides Lost Alpha, are there any mods that actually add something new? Like actually new, something to explore and remind me why I enjoyed the series in the first place. And ideally not incredibly janky. I don't need to run into Sid's bunker for the 1,000th time but with different footstep noises.
 

V17

Educated
Joined
Feb 24, 2022
Messages
310
Besides Lost Alpha, are there any mods that actually add something new? Like actually new, something to explore and remind me why I enjoyed the series in the first place. And ideally not incredibly janky. I don't need to run into Sid's bunker for the 1,000th time but with different footstep noises.
Goldsphere? Haven't played it yet, so I can't speak from experience. I don't think there are new areas, though the old ones are changed through new mechanics and a different story.
 

toughasnails

Guest
Perhaps this, once (if) it is properly released:
https://www.moddb.com/mods/back-to-the-stalker
They are promising a combo of considerably redesigned '07 and OL maps, plus some actually new stuff.

Honestly, at this point, you ain't getting much better than the above in that department. When new players hear of Stalker these days, especially of Anomaly but by no means only of it, what is it that they see and are attracted to? Hard-core "immersive" survival and gun porn. That's what the modding scene has been all about for the longest time, that is what the new players are coming for and, by the virtue of that, what the new modders are "selected" for. It's a self-replicating spiral into ever more hard-core "immersive" survival and gun porn. Often accompanied by all the bloat and jank that modders all around, but especially the Eastern Block ones, are so prone to.
 
Last edited by a moderator:

TC Jr

Scholar
Joined
Jul 11, 2016
Messages
235
Location
Scotland
Hey, I was wondering if "Old Good STALKER Evolution" is suitable for a first-time playthrough of the game? Seems like it's mostly QoL changes without altering gameplay too much.

There's a repack that has it installed in one package so I'm just being lazy instead of looking for bugfix mods/patches myself. :P
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
3,008
Location
harsh circumstances
Pathfinder: Wrath
I wouldn't, OGSE is completely different from vanilla Stalker. Just play with the Zone Reclamation Project, it doesn't screw with anything, it just fixes shit. Avoid Complete like the plague.
 

bussinrounds

Augur
Joined
Jun 9, 2011
Messages
482
Which version of NLC7 is the best? The latest? Or earlier? These things do tend to get a bit bloated in later builds, I would imagine, as the authors more and more succumb to their various autism spectrums until that final descent into madness. If I want to use the DeepL english translatiion I'm not sure I have much of a choice since early builds aren't supported, I don't think. I was going to give Goldsphere a shot but I heard if you make one innocent mistake like going to the wrong area first or attempting a quest out of order, you're dead because the mod breaks, and therefore the game can't be played without a guide. Is this true? No fun in that.

Hard Edition 2.3 with a very specific patch is the only one we have a working translation for currently. Details on our discord https://discord.com/channels/550866347995824138/978015795424657508/1053849301584990290
Link seems dead. Can you hook a brotha up with the Eng patch comrade ?
 

Iucounu

Educated
Joined
Jul 4, 2023
Messages
847
Just play with the Zone Reclamation Project, it doesn't screw with anything, it just fixes shit.
I recall it sometimes "fixes" things that nobody knew was a bug before, such as adding ambience music at night (vanilla game is silent during night time, which I prefer).

I think SoC should be played vanilla first time, how else will you know what mods you want to use? The only major vanilla bugs in SoC are nearby NPCs spawning dead in fire barrels, and crashes if spending too many days at the time in the Pripyat level.
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,458
Which version of NLC7 is the best? The latest? Or earlier? These things do tend to get a bit bloated in later builds, I would imagine, as the authors more and more succumb to their various autism spectrums until that final descent into madness. If I want to use the DeepL english translatiion I'm not sure I have much of a choice since early builds aren't supported, I don't think. I was going to give Goldsphere a shot but I heard if you make one innocent mistake like going to the wrong area first or attempting a quest out of order, you're dead because the mod breaks, and therefore the game can't be played without a guide. Is this true? No fun in that.

Hard Edition 2.3 with a very specific patch is the only one we have a working translation for currently. Details on our discord https://discord.com/channels/550866347995824138/978015795424657508/1053849301584990290
Link seems dead. Can you hook a brotha up with the Eng patch comrade ?

https://discord.gg/5Tn87bH5

go to #nlc-general and check the pins. I haven't kept up with it in months. Pin number 3 or 4 should be a repack of the english version of HE 2.3

actually I just looked, here's a direct link to the gdrive https://drive.google.com/drive/folders/1j3U0XdgeOkaWhLAHNdvTHnCTPGEPvt0v
 

toughasnails

Guest
Hey, I was wondering if "Old Good STALKER Evolution" is suitable for a first-time playthrough of the game?
Hell no. For a newbie, it would be wise to stay well away from what appear to be popular big mods.
Anyway, many a Stalker mod/mod compilation is available as a standalone repack, even on moddb. If you absolutely need to have updated visuals, you have stuff like this
https://www.moddb.com/mods/stalker-...s/memories-of-the-zone-12-jsgme-addons-repack
A compilation of updated textures/models/vegetation/weather mods etc that try to be faithful to original visuals, together with updated engine and ZRP. Everything gameplay-related is optional and isn't installed by default. (also those recent pics on the moddb page are taken with some Reshade preset, so I wouldn't pay attention to them)

Otherwise, I'd stick with ZRP.
 

bussinrounds

Augur
Joined
Jun 9, 2011
Messages
482
Which version of NLC7 is the best? The latest? Or earlier? These things do tend to get a bit bloated in later builds, I would imagine, as the authors more and more succumb to their various autism spectrums until that final descent into madness. If I want to use the DeepL english translatiion I'm not sure I have much of a choice since early builds aren't supported, I don't think. I was going to give Goldsphere a shot but I heard if you make one innocent mistake like going to the wrong area first or attempting a quest out of order, you're dead because the mod breaks, and therefore the game can't be played without a guide. Is this true? No fun in that.

Hard Edition 2.3 with a very specific patch is the only one we have a working translation for currently. Details on our discord https://discord.com/channels/550866347995824138/978015795424657508/1053849301584990290
Link seems dead. Can you hook a brotha up with the Eng patch comrade ?

https://discord.gg/5Tn87bH5

go to #nlc-general and check the pins. I haven't kept up with it in months. Pin number 3 or 4 should be a repack of the english version of HE 2.3

actually I just looked, here's a direct link to the gdrive https://drive.google.com/drive/folders/1j3U0XdgeOkaWhLAHNdvTHnCTPGEPvt0v
Is this a proper eng translation ? Or the machine one I'm reading about..that apparently isn't very good. Thanks btw
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,458
Which version of NLC7 is the best? The latest? Or earlier? These things do tend to get a bit bloated in later builds, I would imagine, as the authors more and more succumb to their various autism spectrums until that final descent into madness. If I want to use the DeepL english translatiion I'm not sure I have much of a choice since early builds aren't supported, I don't think. I was going to give Goldsphere a shot but I heard if you make one innocent mistake like going to the wrong area first or attempting a quest out of order, you're dead because the mod breaks, and therefore the game can't be played without a guide. Is this true? No fun in that.

Hard Edition 2.3 with a very specific patch is the only one we have a working translation for currently. Details on our discord https://discord.com/channels/550866347995824138/978015795424657508/1053849301584990290
Link seems dead. Can you hook a brotha up with the Eng patch comrade ?

https://discord.gg/5Tn87bH5

go to #nlc-general and check the pins. I haven't kept up with it in months. Pin number 3 or 4 should be a repack of the english version of HE 2.3

actually I just looked, here's a direct link to the gdrive https://drive.google.com/drive/folders/1j3U0XdgeOkaWhLAHNdvTHnCTPGEPvt0v
Is this a proper eng translation ? Or the machine one I'm reading about..that apparently isn't very good. Thanks btw

Condensed history of english version:

Jester originally machine translates HE 3.0 . It is playable, but hard to grok at the best of times, and occasionally completely incomprehensible. This is the very memeable one you probably read about.

Bunch of nerds get together and start manually translating strings. Tedious slow work and then of course there is drama, as always with modders, and they abandon it.

Fella named Taim comes along and uses a much better MT program to translate NLC 3.7 and Hard Edition, in addition to making many hand edits to the text where appropriate. Suddenly not only is it completely understandable, the writing and dialogues are actually enjoyable in and of themselves. It is hard to overstate just what a massive improvement the current translation is over the old one. It's just very good period, you wont have trouble understanding anything.

The current project is someone is using AI to translate it in addition to the old hand translation work, so we will see how that turns out, but I don't expect it to be a huge improvement over the current one. I would just play now, its as good as its going to get.
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,458
Besides Lost Alpha, are there any mods that actually add something new? Like actually new, something to explore and remind me why I enjoyed the series in the first place. And ideally not incredibly janky. I don't need to run into Sid's bunker for the 1,000th time but with different footstep noises.

OLR is a good choice if you want to see what STALKER mightve looked like as a complete game during the early 2003ish builds. Very different and often much larger maps.

Goldsphere hasn't got new maps per se, but they are heavily reworked, and feature tons of quests and characters. I don't think sid is even in goldsphere. Mod isn't very stable, but we have an english translation for the OGSR engine version now, which should at least obviate the savegame corruption issue.

Return To The Zone is a COP-based mod from the goldsphere author, set during the decline of stalking and the zone. Some new maps, heavily reworked cop maps.

If we get further off the beaten track, there is Left To Die, which is a total conversion set in the midst of a zombie apocalypse in Russia. I haven't played it yet, but apparently its quite good.
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,476
Location
Poland
Strap Yourselves In Codex Year of the Donut
Anyone knows how Stalker's cover system for the AI works? Particularly jebsmoker/fedsmoker may know.

I'm talking specifically about how the AI moves from cover to cover while shooting at opportune times to cover each others' advance.

Is it specified manually in the level editor as to where cover is located and the order in which AI should move between individual pieces of cover?

I'll be implementing a cover system in my WIP game and Stalker is the gold standard.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,767
Location
Reichskommissariat Russland ᛋᛋ
Anyone knows how Stalker's cover system for the AI works? Particularly jebsmoker/fedsmoker may know.

I'm talking specifically about how the AI moves from cover to cover while shooting at opportune times to cover each others' advance.

Is it specified manually in the level editor as to where cover is located and the order in which AI should move between individual pieces of cover?

I'll be implementing a cover system in my WIP game and Stalker is the gold standard.
From my understanding (40+ runs of vanilla games) it's the simple "breaking the LoS" routine

AI registers the clear path between AI itself and player/other NPC and moves behind the nearest object to break the LoS

After this, AI will pop up from randomized direction (I.E., left or right) to prevent popamole

If cover is sufficiently big (like a house) AI might walk around which creates the illusion of flanking maneuver

I don't think AI can tactically interact with each other in vanilla. Some may give you suppressing fire while the others maneuver, thus, you get the illusion of tactical combat

No level editor scripting involved, AI just considers itself, threats and objects that could break the LoS, thus, the system is self-adapting

I always liked this system, very simple yet effective and elegant
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,767
Location
Reichskommissariat Russland ᛋᛋ
As I said, I finished vanilla games dozens of times, but barely played any mods.

Played with weapon mods, but it quickly devolves into "try this stuff" gameplay

Oldfags may remember New War mod with absolutely broken spawners

And that's all. Always wanted to try some "buildy" stuff but Lost Alpha never attracted me

And only recently I learned about OLR 2.5

As I go on the first quest I don't really bother with stealth, just drop the box and run away. Helicopter blasts at me but I survive. I think: this is interesting development. I usually kill all the soldiers on Kordon early to get weapons and cash, but with if they call helicopter on me I wouldn't be able to do this. Nope, this is one time event.

Six soldiers try to follow me and all step right into the anomaly. This is bad as their bodies disintegrated, weapons broken and I don't get any loot. But storming blockpost is now easier.

So after doing some minor quests, I assault the remaining soldiers having a shotgun. OLR has much more physics objects, I take cover behind the cart, take fire, push it forward and shoot. Stranglehold vibes, cool.

Now, my complaint is why NPCs are not scripted to avoid anomalies? I know such routine exists, smarter critters like bloodsuckers have it - I tried to lure them into anomalies on purpose, no luck. But no such thing for NPCs.

Item progression is ruined though. After something like two locations I am packed good enough to carry me all the way into the late midgame. I did a test new game, I was fully packed after a two hour stroll through Kordon, Svalka and Bar

Another questionable game design is quests when people ask you to find awesome items and offers some pitiful reward for them. For example, Zhaba asks to get him Spiral artifact - +73 energy, basically, an infinite sprint cheat. He pays 500 rub, so of course I don't finish this quest. This doesn't detract from the game, just weird.

Another moment I don't get is why bother with PSI protection helmet at all if you can just stack three Dead Heads and have complete immunity to any PSI damage? I did the questline for gameplay sake, but really weird once again.

Aside from these nitpicks, the mod is really good. New, large maps, so vehicles are really needed. Lots of quests, some of them explore the engine capabilities really well. Not much quest markers, so you had to explore around. The mod is fairly stable, crashed just few times

Stechkin pistol is absolute OP. If you do new game, go straight to Barman or Professor, collect loot by the way and just buy a Stechkin, they sell it quite often from the beginning. It will set you for quite a while as a main gun, and then makes an excellent secondary one
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,664
The actual cover system (smart cover) the AI uses, that allows them doing things like shooting through a hole in a wall or blind firing, only exists in Clear Sky, I don't know if it even still exists as a function in the CoP version of the engine. CoC modders planned on adding it into their mod, but no idea if it was ever implemented, it would require making these cover tags for all non-CS maps.
 

toughasnails

Guest
Ol' Willy
I preferred Vector of Alienation to regular OLR.
https://www.moddb.com/mods/olr-vector-of-alienation
It lacks much of OLR's Eastern European Modder (TM) BS (such as the aforementioned chance of being shelled into oblivion within the first minute of the game), and the questline felt more intuitive. But it might actually be too easy and simplistic for modern Stalker players (again, keeps OLR's balance issues minus the BS, AI felt to easy to cheese etc). Still, I'd say it's probably the closest we've got so far to how the game might've looked and played if it was actually released in early 00s.

Lost Alpha is a tough one to recommend. On the one hand, it's absolutely gorgeous at times, it's really great seeing those huge, more stylized and picturesque old build maps in more up to date clothing. And it starts strong enough. But the story also goes full retard fanfic rather than trying to follow old build storyline, and some of the mission design is atrocious.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,767
Location
Reichskommissariat Russland ᛋᛋ
The actual cover system (smart cover) the AI uses, that allows them doing things like shooting through a hole in a wall or blind firing, only exists in Clear Sky, I don't know if it even still exists as a function in the CoP version of the engine. CoC modders planned on adding it into their mod, but no idea if it was ever implemented, it would require making these cover tags for all non-CS maps.
This is really a negative feature as it makes NPCs stick at one point for far longer that without it, turning otherwise good combat into popamole

And obviously, not really sound decision for bigger maps. Clear Sky is the most straightforward game of the series with fairly small combat zones, which are often scripted
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,664
The actual cover system (smart cover) the AI uses, that allows them doing things like shooting through a hole in a wall or blind firing, only exists in Clear Sky, I don't know if it even still exists as a function in the CoP version of the engine. CoC modders planned on adding it into their mod, but no idea if it was ever implemented, it would require making these cover tags for all non-CS maps.
This is really a negative feature as it makes NPCs stick at one point for far longer that without it, turning otherwise good combat into popamole

And obviously, not really sound decision for bigger maps. Clear Sky is the most straightforward game of the series with fairly small combat zones, which are often scripted
Almost all maps in CS are from SoC. And even on bigger maps the fights always take place at distances of like 50-100 meters max in most games. This is also why all those mods that make "realistic" weapon accuracy and aimbot AI are made by people who don't understand game design.
 

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