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STALKER Shadow of Chernobyl Mod Thread

Darklife

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Project: Eternity Torment: Tides of Numenera

dnf

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It seems that they are going with the marked one storyline. I remember they saying they were going to do another storyline. In the mod Oblivion Lost Remake, while your character end ups in similar situation to strelok, he have a task to kill a "gunslinger". OLR is probably more old school than Lost Alpha, here is hoping they release the translation.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
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1,871,366
:itzhappening.gif:

And the guy who translate OLR 2.0 can now kiss my ass. Not nice to getting this work when he got no free time at all. Patches and addons coming for it but translation is frozen in time.

No torrent at this moment. People in comments on moddb share links to other file hosting page but that smell somewhat risky for me.

http://gameupdates.org/details.php?id=5770
there is torrent but need verify before use. And 1 seeder is not enough...
Ok, found dez0 confirmation.
Another time when I pity about my almost nonexistant upload speed...
 
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Darklife

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Project: Eternity Torment: Tides of Numenera
14 mins to go. :bounce:

First impressions:

-They REALLY spruced up the graphics, the game looks better than Call of Pripyat. There is fucking foliage everywhere, hell the game is actually lagging for me.

-It seems that it's the SHoC storyline again, but already there are a couple of differences. I remember reading once, that it was going to detail Strelok's first expedition, but I guess that got ditched.

- The maps seem to be worked over quite a bit. I can barely recognize Cordon, but that may be due to all that fucking foliage.
 
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Cazzeris

Guest
14 mins to go. :bounce:

First impressions:

-They REALLY spruced up the graphics, the game looks better than Call of Pripyat. There is fucking foliage everywhere, hell the game is actually lagging for me.

-It seems that it's the SHoC storyline again, but already there are a couple of differences. I remember reading once, that it was going to detail Strelok's first expedition, but I guess that got ditched.

- The maps seem to be worked over quite a bit. I can barely recognize Cordon, but that may be due to all that fucking foliage.

Show us some screenshots please.
 

Darklife

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Project: Eternity Torment: Tides of Numenera
This is the garage area from the original.
Yn7KwCf.jpg



Inside the bandit factory
O9vcvQW.jpg

W6eGbio.jpg


Cordon, outside the underpass.
9k7Rs3k.jpg

BcFJwhz.jpg


Road north from the Rookie Village
bnc6Xj1.jpg


Rookie Village
5cJSCuz.jpg



My only minor gripe so far, is that they might have made the setting a bit over the top. The former bandit garage is now a huge factory full of anomalies, there are a few skeletons lying around, bodies in the rookie village etc. But we'll see how this is handled later.
 

Darklife

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Project: Eternity Torment: Tides of Numenera
Ok, got a mission from Wolf to find a key he lost in that underpass. Piece of cake right?

Well it would be, except there's now a door in that underpass leading to this:

Hwsu9iG.jpg


And later on this:

jJ3BwYj.jpg


And those guys aren't just bullet sponges, they're literal ammunition warehouses. Needless to say I died.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
That's... quite a bit of added foliage there. Not sure if the game needed this, but it looks pretty nice.

My only minor gripe so far, is that they might have made the setting a bit over the top.
Ah yes, modders and subtlety...

I will be giving this a go, though, if only for the added improvements to the original game.
 
Joined
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Gritville
Yeah, I see that one of them is a ghost zombie as well, those guys are... problematic. Remember to aim for the head though, it helps quite a bit.

No luck in getting Lost Alpha here yet, the first torrent I got was corrupted for some reason so I'm on my third download now. Fingers crossed.
 
Joined
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It has something to do with the way they were (incompletely) programmed in the original SoC as they were dumped into trash files for modders to find. Nobody ever bothered fixing them because they figured that, in their incomplete state, they were exactly like GSC intended... which is obviously an incorrect assumption. It's sad that dez didn't fix them for Lost Alpha.
 

Darklife

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Project: Eternity Torment: Tides of Numenera
Some more thoughts.

The survival aspect is much more present now. Flashlights have batteries that run out pretty quickly, making exploring just about anywhere a tense affair.

Pretty much everything in Cordon is different now, making exploring it a blast, although I've yet to find any loot. Well I did find one midget that chased me around his house until I killed him, but I don't think that counts.

The story will probably look a lot different. They already introduced a new faction; "Sin", whose members look like zombies. :roll:

In around two hours of gamemplay I've gotten around 4 bugtraps.
 

DraQ

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Chrząszczyżewoszyce, powiat Łękołody
It has something to do with the way they were (incompletely) programmed in the original SoC as they were dumped into trash files for modders to find. Nobody ever bothered fixing them because they figured that, in their incomplete state, they were exactly like GSC intended... which is obviously an incorrect assumption. It's sad that dez didn't fix them for Lost Alpha.
TBH not all content should be restored.
Some content gets cut because the team runs out of time, funds or whatever. It's nice to have restoration mods with it finished up and put back in game.
OTOH some content gets an axe when it dawns on the dev team that it's just unsalvageably shit or just doesn't mesh well.

I haven't played LA yet, but judging from the few mods I did try axing zombies was a good decision.
 
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Joined
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Heh, wow... 7zip identified a lot of file errors and I can't seem to extract it properly as a result. What a pain... or perhaps I'm just painfully stupid! Who knows? Who cares.
 

Cazzeris

Guest
I'm trying to install the mod, but it keeps saying "Installing main game files".

Will the setup end or has it crashed?

EDIT: The mod was installed successfully
 

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