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STALKER Shadow of Chernobyl Mod Thread

agentorange

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It's because Shadow of Chernobyl has less lethal combat than Clear Sky or Call of Pripyat, so the game did not need as many npcs or as frequent respawns because fights between a just a few npcs could be drawn out and everyone had a higher chance of survival. But then autistic modders implements super lethal combat but don't do anything else to account for that new lethality, so you end up with the entire zone becoming a mortuary in a few hours.
 

Sodafish

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Holy shit... is Autum Aurora a bit too deadly?
Most of all the Stalkers or groups I meet are killed in seconds after combat begins for example the 3 rangers guarding the warehouse to Agropon; rarely do all of them make it when the attack from the bandits come and once I got lucky and saved all 3, only to have them march straight towards the gateway on the opposite side of the warehouse and get absolutely slaughtered by the bandits there
I mean I know the Zone is harsh and all but I am running out of NPCs here
Every area that I leave is like a death field with simple shootout turning into total wipeouts

If you think AA is bad, don't try Misery.
 

Invictus

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I have played Misery 1.2 every six months since they released it and no I dont mind the “2 shots and you are dead” gameplay on me... but I do feel bad that all NPC Stalkers are decimated in seconds in actual battles; places like Cordon seem like ghost maps, even the military squad guarding the bridge got wasted by marauding bands of bandits

In Misery I would see a good respawn rate of Stalkers so there would be a bunch around the campfires or on patrol... in AA I might hear a shootout and arrive to finish of 2 half dead bandits while the battlefield is covered in bodies

I don’t remember it beign so intense before
 

Invictus

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It's because Shadow of Chernobyl has less lethal combat than Clear Sky or Call of Pripyat, so the game did not need as many npcs or as frequent respawns because fights between a just a few npcs could be drawn out and everyone had a higher chance of survival. But then autistic modders implements super lethal combat but don't do anything else to account for that new lethality, so you end up with the entire zone becoming a mortuary in a few hours.
Yeah I don’t remember this beign so bad, I mean I played this before but since I was so scared about the savegame corruption I didn’t do any side missions or backtrack a lot but holy shit is the gameplay lethal
I almost want to dig into the files to lower the amount of damage the weapons or raise the health of npcs so they might live a little longer because the mutants’ health and damage seem fine
 

Invictus

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On my search for making Shadow of Chernobyl look a bit prettier I also found the Stalker Starter Pack which seems very nice too with some nice retextures, updated shaders, atmosphere and even ZRP to booth
Other than a few changes like repairs from vendors it is pretty much Vanilla with a facelift and while I am very happy with AA2 I think I might check that out later
 

Edija

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Maybe the most accessible mod nowadays is Anomaly. Takes the base Last Day set, improves it with a 64bit engine and removes much of the bs Last Day had (remember those Controllers?). Anyway, it may even be a bit too easy. I started out hating Dead Air as another tryhard mod in the vein of Misery but it grew on me, especially since the community made a lot of addons to remove some of the annoying stuff. Undeniably Dead Air brings a lot of features I'd like to see in any Stalker mod, like the glowsticks, fast melee attack, some of the graphical improvements and above all, the crafting system. I think Dead Air has a thing going with all the changes it does to the usual Call of Chernobyl maps, brings in some fresh stuff to the maps you've seen a gorillion times. Last Stand is another really nice thing about DA, Last Stand + Ironman might be the most unfair and hard experience I ever had in a Stalker mod. It's pretty fun for streaming or Lps, just seeing how long you can live in the Zone as the only Stalker scavenging stuff. But DA has the ultimate fuck you feature, rigged stashes...
 

Baron Dupek

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Anyone here who played Dead Air can say something about melee? We all know melee in Stalkers suck major ass, did they fixed it in Dead ass?
 

Edija

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I mean it definitely gives you more options when it comes to melee. For example, you have a fast melee attack now (default F I think), which means if you're holding a rifle and press F your character will do a quick swing with his knife. Useful when tushkanos or dogs rush you. The axes, crowbars and other weapons are mainly meant for breaking stuff as I have found that knifes are now really bad at breaking boxes and similar stuff. You can do a lot of damage with a dedicated swing of the axe, basically holding something like a power attack button, but on the other hand it's not meant to be Fallout like where melee is a viable playstyle. This is only secondary stuff to help you out, it's still the old, rifles for stalkers, shotguns with buckshot for mutants meta.
 

Baron Dupek

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Heard that ammo is hard to get and hammering zombies in Dead City is addictive.
Must try that one but I tried all these Call of Chernobyl and Misery versions where my character made some tasks on the first map, travel 2-3 maps away and drop the game. It doesn't catch me for longer but still give fun nonethles.
 

Edija

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If you're not into freeplay you won't be amazed. It's more of the same really with a slightly different flavor. All the newer mods are basically derivations of Call of Misery, the combination of Call of Chernobyl and Misery. The things that mostly differ are the artistic vision of the modder on how the mod is supposed to be played and what difficulty he is aspiring too. Otherwise it's mostly a question of taste. The problem with this vein of Stalker modding was always the absolute lack of any meaningful story or questlines. If you can't really roleplay your character without much input from the outside except the general atmosphere and factions then its bound to be boring. Some mods tried to change that, like MLR, a Russian mod that adds a few quest and other changes. An older version of MLR can be found in Last Day/Anomaly and it seems nice enough. You can play the newest version (8.3.?), there is a translation for Call of Chernobyl.
 

Astral Rag

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The Californian sent to save Stalker: Shadow of Chernobyl from development hell

"Who the f*** is this guy?"


deansharpe.jpg


In a restaurant somewhere in sunny Los Angeles County, 13 years ago, two old friends were having lunch. Wine and conversation were flowing. They remembered how they'd met at LucasArts in the 90s. They weren't there to talk business but they did because video games were their bread and butter. One of the men, Jack Sorensen, was reeling-off job opportunities he knew of - he being executive vice president of worldwide studios at games publisher THQ. "THQ Australia?" he enquired. But the other man, Dean Sharpe, didn't seem interested. He had closed his own studio Big Ape Productions a couple of years earlier, dropped off the radar and taken a break, and now he was ready for something new. But Sharpe wanted a challenge.

Sorensen dangled the bait. "It was somewhere during the second bottle of wine he mentioned he had this crazy thing in Ukraine," Dean Sharpe tells me over Skype now (he never did get fully back on the radar and he's a hard man to find). "Wow Ukraine," he thought to himself, "that sounds interesting."

Sorensen outlined his problem: THQ had a team making a fascinating game in Ukraine called Stalker: Shadow of Chernobyl. The game was dark and massive, set around the twisted disaster zone of the Chernobyl nuclear power plant. It was part shooter, part role-playing game, part eerie open-world sandbox adventure. But Stalker was overdue, long overdue, and Sorensen needed someone on the ground out there to finish it - someone in Ukraine to be THQ personified, day in day out, doing whatever it took to get the game done.

"I thought we were just joking around. I really didn't think he was serious. Keep in mind I've known Jack for a very long time," Sharpe says. "90 per cent of what Jack and I say to one another is sarcasm - so I just went along with it. By the end of our third bottle of wine we had agreed I was going to go check it out." It wasn't until THQ asked for his passport details the next morning the penny dropped. "Holy shit - what?!" spluttered Sharpe. "You've got to be kidding me!" He was on a plane the next week.

There's something you should know about Dean Sharpe before he lands in Ukraine: he stands out. Maybe not standing on the beach in California, where tanned, long-blonde-haired vest-wearing surfers are a dime a dozen, but in dour Eastern Europe he stands out. Sharpe was about to get the culture shock of his life. "Before I knew it I was in Kiev, middle of winter and it was miserable. Had I the balls to do it," he says, "I would have turned around the second I walked out the airport - walked back in and got on a plane and never gone back, ever. Ever.

"It was just horrible," he goes on. "I was just in California - I didn't even have a real jacket!" Nor did Sharpe have a driver to meet him at the airport, and the hotel he thought he had a reservation at had no recollection of one. Sharpe didn't speak a word of Russian and they didn't speak a word of English. "I was terrified," he says.

The architecture did nothing to settle his nerves. Not the beautiful buildings in downtown Kiev around Khreshchatyk Street, which are the sort of thing you see on a postcard, but the slab of Soviet concrete in the middle of nowhere where the game was being made. Sharpe was used to game companies looking like LucasArts, like movie sets, overflowing with colour and character, with people firing foam Nerf pellets around. Not here. Here the walls were white and bare. "No posters, no swag from shows or anything like that. It was just desk, monitor, desk, monitor, desk, monitor. It felt like a hospital to me," he says. "I remember going to the bathroom and looking out the window and thinking it literally looked like a scene from Stalker."

The developers' reaction to Sharpe was as frozen as the wilderness surrounding them. "You've seen me for a second, what I look like. I'm this long-haired blonde guy that comes in wearing a tanktop and flip flops, very Californian, 'Oh hi!', big smiles. They're like: 'Who the fuck is this guy?' They weren't exactly excited to see me." It made assessing the state their game was in like getting blood from a stone. Sharpe was trying to communicate via a translator with a team which had no interest in talking to him. "It was, without a doubt," he says, "two of the worst weeks of my life."

Sharpe couldn't get back on the plane to California quick enough. After all, he was only scoping the situation out, he could still tell Sorensen "no", and he did. "There's no way," Sharpe told Sorensen. "I'm not going back there. It's not going to happen."

But Sorensen knew his friend well; he knew Sharpe wouldn't let the idea go. It appealed to his ego as the only person crazy enough and free enough to take the challenge on. "It's one project," Sharpe told himself. "Go get it done."

Stalker's problems began the moment GSC started talking about the game, in 2000/2001. No one listened to a young independent studio from Ukraine so GSC exaggerated a bit. It's what got the studio's first game Cossacks noticed, so with Stalker GSC tried the same again. This was going to be, PR manager Olev Yavorsky remembers telling fans, "the ultimate game of all time".

"We had it all there," he tells me now. "An ultimate shooter with all these anomalies [very dangerous pockets of energy], with A-Life [emergent artificial intelligence] going on around you, with [non-player characters] competing against the player in the playthrough - the concept was an NPC could even complete the game ahead of the player." It didn't matter GSC had no idea how to build it because nothing had actually been built. "From day one we started promoting the concept," says Yavorsky. "We were trying to over-hype it."

The noise attracted THQ and a publishing deal, but GSC then had to build the game. "We started putting together all these elements of the game and realised it wouldn't work," Yavorsky says. Stalker development became a painstaking process of trial and error, of naive, constant redesign. "That's why it was taking us years to build and why it was constantly postponed." And the over-hyping returned to bite GSC in the ass. "Initially many people were totally in love with the concept of the game and waited for it so eagerly and passionately, but when it was delayed once then delayed again, they turned into avid haters of what we'd been doing," he says. "They called us liars."

It all came to a head in 2003 - the game's original release date can you believe? - when a nowhere-near-finished build of Stalker was leaked online. "I remember coming to the office in the morning and there came this news..." Yavorsky recalls. "It started on a forum somewhere but then it spread like wildfire. The links to the build started spreading. We were trying to cut it down by deleting the link but it's the internet, it's impossible to stop."

There was no great mastermind behind the leak - this was no Boy Who Stole Half-Life 2, coincidentally mere months before. Simply, carelessly, someone had uploaded an unprotected build of Stalker to an FTP, where a snarling pack of fans had sniffed it out. Powerless, all the team could do was watch. "We had never experienced a situation like this. It was really stressful," Yavorsky says. "It was really unpleasant."

Fortunately, the build went down well - so much so some people still believe the leak was a PR stunt. "It wasn't," Yavorsky assures me. But for publisher THQ it rang yet more alarm bells. Another reason Sorensen needed someone in Ukraine he could trust to finish the game.

"When I eventually went back," Dean Sharpe says, "they put me in this giant office by myself. It was huge; it had to be a hundred square metres. It was an office which could easily have held 25 people and it was just me on this one desk by myself, in this white office with a monitor and a keyboard and that was it." Even a visiting accountant told him it was sparse. "I'm thinking, 'Wow, if an accountant tells you it's a boring office you know it's gotta be pretty bad.'"

Attitudes towards Sharpe hadn't warmed nor did he expect them to. He was there to manhandle a team's dream project into a shippable state. He'd once thrown someone - physically picked him up and thrown him - from his Big Ape office for trying to do the same. He knew the role he had to play. "I didn't expect to be liked, I wasn't there to be liked. I was there to be the bad guy," he says, "so it's not surprising I was."

GSC didn't want to know. "They all hated me," he says. When he tried to deliver his mission statement they just talked over him. "I could tell from people skills what was being translated wasn't what was being said." Enough was enough, he needed to get his message through. "I remember slamming my fist down on the table and telling Oleg [Yavorsky] to translate exactly what I said. I said, 'You guys can go fuck yourselves and fix your own fucking game,' and I left."

When Sharpe walked back in he took GSC CEO Sergiy Grigorovich aside and calmly told him, "You're not going to get paid any more unless you finish it." Sharpe had talked to THQ and been put in charge of the milestone schedule, which GSC had to meet in order to get paid. "They didn't really have much of a choice."

Out came the proverbial hacksaw. "That has to go, that has to go, cut that, cut that," Sharpe was saying. "No that's not going to happen - sounds great but save it for the sequel." The time for grand plans and half-measures was over.

Stalker lost a zone, lost monsters - lost zombies, according to Yavorsky - lost vehicles, and the artificial intelligence was redesigned. But the biggest thing Dean Sharpe faced backlash over was cutting sleep. "The plan was still to have resting in Stalker," he says. "For me, from my standpoint, it wasn't that tough of a call. I was looking at the test reports and the amount of bugs associated with this feature. I didn't see the value based on the number of bugs it was creating. We could get rid of half-a-bug-report by cutting one feature. It was a no-brainer." But the community felt otherwise.

"The community view was, 'What the fuck is some American guy doing coming in and destroying our game?' I was even getting death threats on a daily basis from the community," Sharpe says. "We had one THQ actually turned over to the authorities because it was pretty violent what it said was going to be done to me." For a long time there was caricature of him going around the internet with the slogan "The Castration of Stalker". I see why Sharpe prefers life off the radar.

But whatever anyone thought of Dean Sharpe, he was getting the job done. "I don't know if they ever really cooperated. It's not like I ever hung out with those guys or went drinking or socialising with them - I never felt, at least during the GSC days, there was any love lost on their side, never got the impression I was accepted at any one point. But in all fairness, why would I?" he says. "They did what they had to do. They begrudgingly accepted what I said." And in March 2007, Stalker: Shadow of Chernobyl was released.

"I just want to sleep now," Oleg Yavorsky remembers feeling. "We were exhausted." The team waited anxiously for reviews to come in. "We thought it would either be a complete flop or a complete success," he says, "and if you take a look at reviews that's how people were reacting. They were passionate about the game but either complete fans or haters. There was no opinion somewhere in the middle, only extremes."

Jim Rossignol reviewed Stalker for Eurogamer. "It isn't finely polished and it's not Hollywood," he wrote, "this is more like an antidote to the Americanised way of doing things. It's a warped behemoth from Ukraine, and one of the scariest games on the PC." It was clear Stalker wasn't going to be for everybody, but by definition cult classics never are.

Expansions Clear Sky and Call of Pripyat followed in the years after but the big sequel never did. GSC, under dubious management, was closed. Staff filtered out, most of them to either start-up Vostok Games, which is now making Stalker-inspired battle royale game Fear the Wolves, or to 4A Games, creator of the tonally-similar Metro series. GSC did not close completely, and even recently announced Stalker 2 development, but with the all the talent now elsewhere the company is a ghost of what it once was. I'll be surprised if the game ever comes out.

Dean Sharpe had taken on the challenge and won. He was free to return to warm California to tan and smile, and enjoy long, wine-soaked lunches with his old friend Jack Sorensen who, let's face it, would owe him. He just had one last show to take Stalker to - a show some former GSC developers happened to be showing their new game Metro 2033 at.

"Just out of curiosity I went over there and I saw Metro," Sharpe says. "I was immediately in awe." He rushed back to the THQ booth to tell business development boss Kelly Flock - another old friend (he had hired Sharpe at LucasArts after playing softball with him and drinking beer) - what he saw.

"We should do this," Flock said.

"You guys should absolutely do this," Sharpe agreed.

"We're only doing it if you stay," Flock replied.

Silence.

"Ah fuck."

A decade later, Sharpe is CEO of 4A Games. The plane back to California will have to wait.

stalker4.jpeg

The team's first visit to the Chernobyl Exclusion Zone. From left to right: Aleksey Sityanov, Sergiy Grygorovych, Andriy 'Prof' Prokhorov (lead designer) and Sergiy Karmalsky.

stalker3.jpeg

The team visits the Chernobyl Exclusion Zone in 2001. From left to right: Oleg Yavorsky (PR manager), Sergiy Grygorovych (GSC CEO), Sergiy Karmalsky (3D artist), Aleksey Sytyanov (lead game designer).
 
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Baron Dupek

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Would you look at that, a new version of Misery is out. No announcement or anything.
https://www.moddb.com/mods/stalker-misery/downloads/misery-v221-full
Include old patched and remove some stuff from gamedata folder.
Wonder how many files, this mod is absolutely bloated with files, so much that stuttering is even worse.

Also - no The Armed Zone addon, those retards are too busy adding MORE guns that you have no opportunity to use, there is not enough targets to shoot at.
Still not released, smh.

- Improved German localisation
- Added French localisation
- Tweaked repair feature
- Improved debug tool
- Tweaked anomaly effects
- Updated AI squad spawns
- Updated radio music
- Corrections to trade prices (to prevent exploits)
- Sun positioning corrections
- CTD bug fixes in relation to zombies
- Improved zombie AI behavior
- Tweaked NPC loadouts
- Corrections to weapon aims for 4:3 resolutions
- Text and item description corrections
- Updated credits screen
 

Tacgnol

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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
Also - no The Armed Zone addon, those retards are too busy adding MORE guns that you have no opportunity to use, there is not enough targets to shoot at.

They also tend to use really rare ammo types that are almost impossible to find/buy.
 

Invictus

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Heard they were going to go for standalone... meh only masochist nerds play that shit

Btw guys don’t you think Stalker 2 has some HUGE shoes to fill?
In the 10 years the game has gone from an apocalyptic shooter almost to immersive survival sandbox sim... if GSC think they can just add shinny Unreal 4 graphics a couple of maps and be done with it they are going to be very mistaken

Look at the mod scene, mods like Anomaly are nearly unrecognizable 64 bits version of their engine, and the huge popularity of Call of Chernobyl (where emergent gameplay is the focus of the game and you get to customize your character from the beginning rather than playing a set protagonist) shows that they could almost go for a straight up roleplay faction system where the goals of the campagin could be set depending on who you side with during your playthrough

And that is not even mentioning the popularity and mainstream success of the Metro Series and how their former devs have created a truly wonderful engine to run said games

We all know the “reveal” for Stalker 2 was some sort of stunt to try to get publishers to fund the project, hell I think a Kickstarter would have done pretty good given how much a couple of millions could stretch in their economy or hell even acting as publishers themselves and developing it with CD Proyect Red

Looking at stuff like the Sounds of the Zone Unreal build that some kid did almost on his own seems promising for the graphics and gameplay, but I think I have too much expectations for the sequel to be “just” Stalker with prettier graphics
 

Edija

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These are all legit concerns, but as long as they provide a good framework for modders to expand I can't see it failing. I expect them to move in the direction of Free play more if they were following the trends in the Stalker community. I'm pretty sure they are not going to drop the story or the main quest of some sort but if I was GSC I'd work heavily on faction involvement, immersion, AI and A-life, and the maps first and foremost. Mechanics will inevitably be altered beyond recognition by the modders anyway, if it goes any way like Stalker "1" modding. An easily moddable Stalker 2 game with improved graphics, AI and maps would be a huge success I think. Now, the real concern for me is if they want to further popularize Stalker by making it more accessible, that could be a route that could be very badly received in the Stalker community, especially if the parts that modders like to expand upon suffer. For example, a small very streamlined Zone with corridor like maps would really hurt the game and make it very uninteresting for anyone expecting modders to do anything like Call of Chernobyl. I know the "corridor" thing sounds unreal since we're used to Stalker like it is now, but I saw enough games go down the route of unrecognizable casualization. Another minor wish I'd have is the cities. I'd think it would be great if they would flesh out the buildings more, especially the commieblock flats, it could give the game a lot of soul if the flats were more personal and if you could just access more of them and maybe find some unique leftovers from the people who lived there.
 
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Self-Ejected

unfairlight

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So I'll assume all the Stalker games fit into this thread.

My issue is that I cannot get Autumn Aurora to work at fucking ALL with SoC. I tried 3 different installs of it and it just refused to work. Every time I tried to boot it up, it would toss me a BREAKPOINT error. Running win10 and the GOG version.
 

Plisken

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So I'll assume all the Stalker games fit into this thread.

My issue is that I cannot get Autumn Aurora to work at fucking ALL with SoC. I tried 3 different installs of it and it just refused to work. Every time I tried to boot it up, it would toss me a BREAKPOINT error. Running win10 and the GOG version.

i had plenty of trouble with AA2 and other SoC mods myself. Tried lots of shit, the only thing that reliably worked was getting rid of the ENB. And you know, if one of the major features of your mod is graphicswhoring and you cant even graphicswhore whats the fucking point.

last i checked they work just fine on my new laptop so i have no idea what the actual root cause is.

edit: actually no now i remember, it was so much fucking trouble i just binned SoC for good and installed OGSE instead which has its own engine.
 
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Chad, I would advise you to get a playstation because if you can't get a mod working with a step by step guide a console is perfect for you

cuck
 
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unfairlight

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i had plenty of trouble with AA2 and other SoC mods myself. Tried lots of shit, the only thing that reliably worked was getting rid of the ENB. And you know, if one of the major features of your mod is graphicswhoring and you cant even graphicswhore whats the fucking point.
I turned off ENB and used static lighting on my second install, gave me no luck. Vanilla SoC works flawlessly, but I just hate the gunplay in vanilla Stalker, and unfortunately Arsenal Overhaul does not exist for it. I'd be fine if Stalker: Lost Alpha rebalancing was ported over to SoC since that does the job fine I guess, even if I prefer the punchiness, animations and models of Arsenal more.
Someone on Moddb said that a Win10 update killed the mod, no idea if that's true or not.
All I want are realistic weapon models, good animations, better sound and better graphics if possible. Having ejection ports on the wrong side is annoying to a gun autist like me.

Chad, I would advise you to get a playstation because if you can't get a mod working with a step by step guide a console is perfect for you
Eat shit. I'm not the only one having issues, it just refuses to work no matter what I did.
Gamedata is true| true|,
Have 1.0006 on legit GOG version,
75 fov, 100 grass distance,
No ENB, static lighting,
Sights on 16:9,
Patched to 4gb,
CTD regardless.
tbwoax.png
 

Edija

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Why are you not playing the standalone CoP mods everybody else is playing... They have more content, are more refined and certainly less of a pain to get working on a modern machine.
 
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unfairlight

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Because despite SoC being my first Stalker that I played around 2010-2011 for the first time, I have never completed it. CoP is the only Stalker I have ever finished, and I did that just a few days ago, see sig.
 

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