Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

STALKER Shadow of Chernobyl Mod Thread

opium fiend

Augur
Joined
Dec 30, 2006
Messages
546
fat chance, but I thought I'd ask: I started up Clear Sky again, are there any gameplay enhancing mods a la Misery out there?
 

zwanzig_zwoelf

Guest
I wish I could love this game. No, really, I wish so.

I really loved:
- Audio. Yep, I could spend, like, hours just standing and listening to the environment sounds.
- Exploration. I never knew what I could encounter in an abandoned building. It could take a lot of time to actually explore and see everything.
- Visuals weren't that bad (apart from some obvious crap like facial animation)
- Combat felt kinda clunky, yet I started to enjoy it later.

But unfortunately:
- Quests tried to be original, but it was mostly 'go there, shoot everyone, find an object, return'.
- Shitty engine with random slowdowns, tons of ingame bugs and crashes.
- Primitive dialogues.
- Shitty AI which detected me even if I played stealthy.
- Can't take the armor off the dead enemies without mods.
- Number of minor issues I don't quite remember.

After almost beating it (and making a rageuninstall), Clear Sky felt like an improvement on one side, on another, it was a huge letdown.
 

RRRrrr

Arcane
Glory to Ukraine
Joined
Nov 6, 2011
Messages
2,308
Just finished CoP on Stalker, couldn't get enough of it. Started again. Should I get Misery, if I don't want to make game a reloadfest? Game seems difficult enough as it is.

Things I'd change.

1. Make mutants hitting harder, but dying easier
2. Faster reload and weapon swap.
3. Double or triple gear durability
4. Remove radioactivity from artifacts
5. Half medkit drop, make medkit heavier (0.5 kg or so)
6. Randomise "traps" locations inside anomalies after each emission
7. Remove Svarog
8. Add semi-ironman mode, with saving only at bases, or only once per day.

Misery is not that hard, it just needs some getting used to. You might actually have to buy ammunition sometimes. Just like the original game it gets easier as you progress. All you need is a decent armor and a weapon with a scope so you can make headshots. Don't forger that ctr+shift (iirc) makes you crouch even lower and is useful during fights.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
I still can't figure how to hold ctrl-shift without experiencing serious finger shortage.
 

DramaticPopcorn

Guest
It's not like you need to move at all when you're low ducking. I've only ever used it for sniping and getting past some obstacles every now and then.
 

opium fiend

Augur
Joined
Dec 30, 2006
Messages
546
Well, so far, Clear Sky is playing itself. I was told that the faction was too weak to fight bandits, yet they did almost all of the objectives without me, while I wandered around smelling roses and looking for stashes. I had to rush for the last village just so it would seem that I did something. Hope there's more action later on.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Just finished CoP on Stalker, couldn't get enough of it. Started again. Should I get Misery, if I don't want to make game a reloadfest? Game seems difficult enough as it is.
You have clearly never played the prequels.

Barring few tense situations unmodded CoP is too much of a cakewalk.
Especially anomalies are weak as piss.

1. Make mutants hitting harder, but dying easier
Fair enough, I suppose. SoC murtants were the best in terms of durability.


2. Faster reload and weapon swap.
3. Double or triple gear durability
:decline: :popamole::hearnoevil:

Reload should actually take longer, weapon swap might be a bit faster to make pulling your other gun a better option than reloading your primary one when in a pinch.
Also, separate sidearm slot, make weapon swap faster only when switching to sidearm.

Actually, reload should be vastly prolonged by moving around (depending on speed) and interrupted by sprinting.
4. Remove radioactivity from artifacts
If and only if it gets replaced by diversified side effects like in SoC.


5. Half medkit drop, make medkit heavier (0.5 kg or so)
6. Randomise "traps" locations inside anomalies after each emission
7. Remove Svarog
Yes.

Or maybe tweak Svarog so it's no longer such a cheat, but keep it.

8. Add semi-ironman mode, with saving only at bases, or only once per day.
4141602144255222.jpg
out of:x:x:x:x:x

Again, saving is fucking player's and player's alone. Reloading can be limited in whatever way you see fit, but - I can't stress it enough - if you want to limit *saving*, you need to be pulled out in the street, pinned to the ground and shot repeatedly in the head.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,623
Location
Russia
How do you limit reloading without limiting saving?

I played SoC, but it was long ago, so don't remember details. I think SoP anomalies difficulty is about right - but only at the very early game, before you get all geared up.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
How do you limit reloading without limiting saving?
In the usual way.

You can save whenever you fucking please. Even in traditional ironman games you can save whenever you fucking please - sure, the game tends to save on its own as well and manual save equals exit, but you can do it at any moment you want. That's because it's up to the player when they need to get up from the comp - devs have no business deciding that, if they think they do see:
4141602144255222.jpg


What is restricted is loading - game might disallow reloads when there is game in progress (as in ironman), might disallow reloads when you die (enforced by save deletion/overwriting, again, as in ironman), might disallow both of the former with the exception of special saves made at specific checkpoints, might not actually restrict anything, but make reloading affect game state adversely, etc.

You can make a search for posts by DraQ with keywords being "save", "load" and "ironman" - I've discussed this matter to death.
 

sickpeople

Novice
Joined
Jun 27, 2013
Messages
3
Hi, popping my codex cherry here. ;)
I am thinking of replaying SoC because of this thread. Im thinking of what mod shall I use. Complete seems a dumbed down version from what I have heard. :decline:
Oblivion Lost seems to be the perfect choice for me. Which version shoud I use? OL 2.2 or 2010. My PC isn't high end, but it ran vanilla STALKER on max with no trouble.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Hi, popping my codex cherry here. ;)
I am thinking of replaying SoC because of this thread. Im thinking of what mod shall I use. Complete seems a dumbed down version from what I have heard. :decline:
Oblivion Lost seems to be the perfect choice for me. Which version shoud I use? OL 2.2 or 2010. My PC isn't high end, but it ran vanilla STALKER on max with no trouble.
ZRP.
:martini:
 

Strelok

Barely Literate
Joined
Jul 5, 2013
Messages
3
Just finished CoP on Stalker, couldn't get enough of it. Started again. Should I get Misery, if I don't want to make game a reloadfest? Game seems difficult enough as it is.

Things I'd change.

1. Make mutants hitting harder, but dying easier
2. Faster reload and weapon swap.
3. Double or triple gear durability
4. Remove radioactivity from artifacts
5. Half medkit drop, make medkit heavier (0.5 kg or so)
6. Randomise "traps" locations inside anomalies after each emission
7. Remove Svarog
8. Add semi-ironman mode, with saving only at bases, or only once per day.


1-5 are just a few text files away, 7 would be tricky, prolly better to just make it a quest friendly Veles. 6 & 8 massively difficult, if not impossible.
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
Just finished CoP on Stalker, couldn't get enough of it. Started again. Should I get Misery, if I don't want to make game a reloadfest? Game seems difficult enough as it is.

I would say you should play Misery if you liked CoP. Misery doesn't change main storyline nor subquests, but it feels like a completely different game. If CoP seems difficult enought to you though, leave Misery alone. It will rape you hard from the begining, The Zone is not theme park enymore. But that's how it should be, right?
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
As soon as you accumulate a good armor and weapon, Misery becomes just as easy as CoP was, though. :P
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
As soon as you accumulate a good armor and weapon, Misery becomes just as easy as CoP was, though. :P
Yeah, but the whole fun is to get the right weapon, equipment and artifacts. Misery 2.0 is said to be difficult all the way from the begining to the end, we'll see soon
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,160
Bump to this thread. Misery 2.0 coming at the end of the month. Steam Summer Sale starts tomorrow. Which game should I buy and with what mods must it be played?
 

Strelok

Barely Literate
Joined
Jul 5, 2013
Messages
3
Steam? Shadow of Chernobyl, First playthrough, None or ZRP. After? LURK (1.05 or 1.1), OGSE, or Redux.
After, Clear Sky.
If ShOC Is the adorable child (new concept), CS is the awkward teenager(experimental features), and COP is the functional adult(finalized features).
This is how you progress through life, this is how you play them order-wise.
As mentioned by others, if you start with COP, you won't enjoy ShOC as much. CS gives you a surreal "past-future" experience AFTER playing ShOC.
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,160
That's too many play hours than what I'm probably going to digest. For a single run, one game, one "total overhaul" mod recommendation?
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
I never got into Clear Sky to be honest. Too many people on the maps ruin the lonely feeling of the series. Get Shadow of Chernobyl with ZRP (Zone Reclamation Project) if you want a vanilla experience. Once you're done, get AMK for Shadow of Chernobyl if you want real challenge (and if that isn't enough try Zone of Alienation aka woof woof woof).
 

Carrion

Arcane
Patron
Joined
Jun 30, 2011
Messages
3,648
Location
Lost in Necropolis
To be honest, hunting artifacts in the swamps at night in CS was about as memorable as anything in SoC for me. Some of the other areas, like the Red Forest, were also very good and vastly improved from SoC. I'd say the game is worth playing for those things alone. It's too bad that every one of the many improvements to the game's atmosphere and general deadliness was balanced out by mostly dull mission design and especially the completely and utterly broken faction mechanics. It's like they didn't know whether to make it more of a survival game or a more straightforward shooter, and they ended up trying to do both with mixed results.

If you're just going to play one of the games, CS would be the last one on the list, no doubt about it. It's very disjointed and far from being a complete game.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom