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

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Is that a zombie? Zombies can only be hurt with headshots in misery...
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
Nope, it is a normal bandit. :D He shot me when I ran out of the house once, then the second time split seconds before I could unload the shotgun. I really sucked at shooting there, I have this stupid Rambo gene to rush into every danger zone...... I have a lot more of these failings, next one will have voice over at least. :P

EDIT: Wait a minute, now that you say that, the voice of this "guy" sounds "eegiaugiaughhhhhhhh" enough to be a zombie. Do Zombies carry guns in STALKER? oO
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
EDIT: Wait a minute, now that you say that, the voice of this "guy" sounds "eegiaugiaughhhhhhhh" enough to be a zombie. Do Zombies carry guns in STALKER? oO
Yes I think that was a zombie. Bandits are more mobile and chatty.

Here's a firefight against bandits

 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
Surf Solar - oh man, you suck hard :) Attempting to any shootout -> find cover -> turn on the flashlight if you can't see a thing -> aim for a headshot, especially if it's zombies.

Zombies in Misery can be killed only by shooting them in the head. You can also use granades to knock them of their feet and then just execute them. Thank god it will be changed in Misery 2.0, you can kill it by shooting in the head, heart or spine by then. Also, some of the zombies won't have guns and will just walking around.

Does anyone noticed a strange spawns of more powerful monsters? When i got a quest to take out two burers, there were a lot of burers just running around the map. When I got a quest to kill chimera, suddenly chimeras start to just apear in most unpredicted places. The game spawns monsters this way. Will it be fixed in Misery 2.0?
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Playing action games while recording is a lot harder. Halves your FPS (let's say) and puts you in a have-to-do-SOMETHING-ANYTHING state of mind :)

Does anyone noticed a strange spawns of more powerful monsters? When i got a quest to take out two burers, there were a lot of burers just running around the map. When I got a quest to kill chimera, suddenly chimeras start to just apear in most unpredicted places. The game spawns monsters this way. Will it be fixed in Misery 2.0?
Mutants start spawning more frequently after you do the hunter missions. i.e. after you do the bloodsucker in swamps mission the game starts spawning random bloodsuckers in jupiter, etc. It was like that in vanilla too.
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
I know it was like that in vanilla, but still it doesn't make sense. Burers suppose to stay in dark places inside buildings, it's funny to see them storming bandits at the Checkpoint. Chimera attacked me just outside Juton station in the middle of a sunny day, even though the game tells you it's hunting only at night time. Also it feels strange - stalkers give you a quests saying you should do something to clean up specific places from monsters, cause people starts to get nervous.Then, when you do it, those monsters appear everywhere and everyone seems to be ok with it. It's way better executed in Gothic and I would like to see similar system in Misery 2.0
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
No idea if they will be changing that. It is a bit gamey. It's basically the game's way of saying "oh you killed a chimera? FUCK YOU HERE'S FIVE MORE!"
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
So I just installed Misery, first impression, wow, they really like their shit filter. Makes the inventory a pain to look at.

While I like the added difficulty, items and guns, it seems like two steps forward, one and a half step back.
 

Sodafish

Arcane
Joined
Dec 26, 2012
Messages
9,045
During my very brief (so far) sojourn into the Misery mod, the thing I found most annoying and unrealistic was how quickly fatigue set in. Your guy is meant to be an elite soldier, and yet his endurance is more akin to an asthmatic chain smoker. Even carrying 30 kg would not be an issue for a trained soldier in peak condition. There's being realistic, and then there's masochism.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
The environments look great imo. Way better than Complete or any other mod.

The interface changes aren't good though. Way too desaturated. STALKER vanilla UI was already pretty dark, but with Misery it's actually hard to see things.
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
Ater finishing Misery i jumped into Stalker:SoC with Complete mod. Two things made me stop playing - the way player character moves( like he is liding on ice) and lack of stamina system. That was the thing which took a huge part in Misery success, it made every fight slightly different. In SoC Complete you can just run the entire map in less then a minute and escape from every bandits firefight with a jet engine in your ass. It's also way to sunny and colorful, i have felt like I was on vacation in Włocławek


Misery 2.0 with reworked textures, looks fantastic:

http://www.youtube.com/watch?v=sKKcgORPd9k
 

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,920
Location
Rio de Janeiro, Brasil
Yup, I also liked the stamina in Misery. It can be insanely brutal at first, but at long term (after you find the gravi artifacts) it makes the game more interesting. (this is true for all other aspects of Misery, actually).

And playing SoC after CoP Misery, I also had to consciously lower my expectations about almost everything. In the end it paid out though - SoC has some unique features that makes it stand out (like a more “horrific” atmosphere, an exciting main plot; etc). I recommend you persist. ;)

Oh, and its easy to alter the carrying weight in SoC Complete: just open the file \gamedata\configs\misc\effectors.ltx and edit the values of max_weight and … forgot the other one, that says the point after which you begin to take a stamina hit. When I get in home, I ll get it for you.

No idea if they will be changing that. It is a bit gamey. It's basically the game's way of saying "oh you killed a chimera? FUCK YOU HERE'S FIVE MORE!"
Yup, I think the change in ecology is there for gamey purposes.

But this change also happens to friendly groups as well - when coming back to Zaton from Pripyat, for example, I noticed the stalkers were more numerous and better equipped than my last visit. Don’t know if that’s because I helped them in the past or something (I think so) but I know it happens. And it makes easier to travel around Zaton, since there is always a couple stalkers near your location with good toys to help you out if needed.

So, its balanced in a way.

BTW, these changes in the people and ecology around you is one of the things that I appreciate about the game. The world really feels “alive”.
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,603
The interface changes aren't good though. Way too desaturated. STALKER vanilla UI was already pretty dark, but with Misery it's actually hard to see things.
This in particular.

I have to concede that the environments now look much, much better than CoP, though shit really gets blured together quite often.
I actually liked Clear Sky better in this regard, but I give it that, sky textures and emission effects are very, very nice.

I am also occasionally butthurt about the removal of of pda indicator of nearby corpses and stalkers. I think it was lore-established that your pda automatically tracks and displays this stuff.

I was expecting medikitis and healing in general to be scarce, but holy carp, they are shitty, and it's even with the class bonus.

Still, while I have issues with Misery, it seems to have added a new life to my CoP playthrough, so I guess I'll be keeping it. The added new weapons and items look pretty good, and I really dig the fact that you can no longer casually stroll the zone,collecting artifacts left and right.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Ater finishing Misery i jumped into Stalker:SoC with Complete mod. Two things made me stop playing - the way player character moves( like he is liding on ice) and lack of stamina system. That was the thing which took a huge part in Misery success, it made every fight slightly different. In SoC Complete you can just run the entire map in less then a minute and escape from every bandits firefight with a jet engine in your ass. It's also way to sunny and colorful, i have felt like I was on vacation in Włocławek

Wut? I've been playing SoC with complete and the moment you start gathering some equipment your dude becomes the same asthmatic described earlier. You being able to run a few 100 meters without gear is just, well, normal for most humans. Plus it's only sunny when it's not cloudy, misty or raining.

Misery 2.0 with reworked textures, looks fantastic:

http://www.youtube.com/watch?v=sKKcgORPd9k

Hope it's the video because that filter looks awful.

And no, not trolling. I know CoP is way better, especially with mods like Misery. Looking forward to play through it more.

But this change also happens to friendly groups as well - when coming back to Zaton from Pripyat, for example, I noticed the stalkers were more numerous and better equipped than my last visit. Don’t know if that’s because I helped them in the past or something (I think so) but I know it happens. And it makes easier to travel around Zaton, since there is always a couple stalkers near your location with good toys to help you out if needed.

In all Stalker games the amount of people in the zone is kinda pissing me off. Regarding bandits alone I must've shot and killed a small town worth of warm bodies. Sure, more peeps at the borders I get. However deeper in the zone? I remember when they were developing the first game and how they raved about the solitude and how every character was alive. Wish they'd kept that in instead seeing humans run around at every corner. Could've added more monsters and fewer but way better equipped humans deeper in the zone if they were worried about gameplay. Oh well.
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
BTW, these changes in the people and ecology around you is one of the things that I appreciate about the game. The world really feels “alive”.

I'm not against those changes, just against the way they are implemented. It feels forced and unnatural. Luckily, Miserty 2.0 should fix that


I was expecting medikitis and healing in general to be scarce, but holy carp, they are shitty, and it's even with the class bonus.


At first I thought the same, but after few hours I appreciated that. It makes artifacts like Kolobot very meaningful. It also reminds me health potion system from The Witcher 1 a bit now

I am also occasionally butthurt about the removal of of pda indicator of nearby corpses and stalkers. I think it was lore-established that your pda automatically tracks and displays this stuff.


Yeah, that sucks. Originally PDA was supposed to be a communication device between Stalkers, where you could speak with them, asking for quests and get their positions( see Lost Alpha restoration project). Now it's nothing more then your journal. Lack of indicator of nearby Stalkers may also give you some problems during quests, as some of them are implemented with thought of using this device('In search of Magpie', there is a half dead stalker in Quarry crying for help, 99% of chances you will miss him).

Also, the last upgrade of Tactical helm( which should indicate enemies on map) doesn't work, looks like they were trying too much

Wut? I've been playing SoC with complete and the moment you start gathering some equipment your dude becomes the same asthmatic described earlier. You being able to run a few 100 meters without gear is just, well, normal for most humans. Plus it's only sunny when it's not cloudy, misty or raining.

Stamina penalty kicks in when you are over 60 pounds, that's a lot. Till then you can run much larger distance then 100 meters. It seems there is also penalty for being hungry, but that's not very often and you have a ton of food just laying around everywhere. 70% of time there is sunny as hell in my game :/ Maybe I should just get ridd of this Complete mod and play vanila Soc. I have played Stalker:SoC when it came out and remembered it as a better game then it actually is now.(besides bugs being patched)
 

CorpseZeb

Learned
Joined
May 3, 2011
Messages
947
Location
RP-3
['bout stamina] ... not to mention about exoskeleton, which depraves you from privilege of run.

Misery on master difficulty is pleasantly brutal, every successful arrival back to base alive is a true achievement. And that makes me wonder, if it is possible/plausible/(in my fps limits) to finish game on master level of difficulty.
 

Sodafish

Arcane
Joined
Dec 26, 2012
Messages
9,045
['bout stamina] ... not to mention about exoskeleton, which depraves you from privilege of run.

Misery on master difficulty is pleasantly brutal, every successful arrival back to base alive is a true achievement. And that makes me wonder, if it is possible/plausible/(in my fps limits) to finish game on master level of difficulty.

See, I'm all for realism when it comes to bullet damage, limited healing provided by medkits etc, but the rapid fatigue is far from realistic. A hand-picked spec ops guy starts wheezing after hauling 20 kg 50 yards? It's stupid and smacks of artificially-enforced difficulty, and for a mod which lauds realism it seems out of place to say the least.
 
Joined
Mar 18, 2009
Messages
7,631
Misery on master difficulty is pleasantly brutal, every successful arrival back to base alive is a true achievement. And that makes me wonder, if it is possible/plausible/(in my fps limits) to finish game on master level of difficulty.

I've read that there's only one difficulty level in Misery, so changing it shouldn't actually do anything.
 

CorpseZeb

Learned
Joined
May 3, 2011
Messages
947
Location
RP-3
Oh, good to know. I'm always trying to play on the highest available, because I'm bit on the masochist side, and... times of Doom where highest difficulty really means that are long gone. Hopefully mods like Misery, sorts out that sad state of things.

[stamina controversy]

Well, CoP maps aren't that big, besides main plot events, theres not so much things to see or places to go. Misery mod, I think, was made for people who already knows original CoP, but want more atmosphere, more difficulty challenge, more stalker ooze similar to one from SoC. I don't mind walking slowly around, I'm more stressed by lack of ammo, health pack, antiradiant pills and... is that cloud up there is not fore showing a psi storm...

[realism corner]

Well, if someone eats things, which are available to eat in the Zone...
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
For me that was all the fun with stamina -> going for artifact hunting, getting an armor with 3 artifact slots(or upgrading it to 3,4 or 5 slots), finding Bubble artifact(-6 radiation), Gravi(+12 kg), artifact that gives you +6 to stamina regeneration(can't remember it's name). 2x6 makes it +12 stamina regen, by then you are turning into a bunny from energize commercials. I felt like a boss then, after all the hard work i've done to accomplish it. Smart use of energy drinks also come in handy. Those were stat based rpg-like elements that I liked very much
 

GreyViper

Prophet
Joined
Jan 10, 2011
Messages
1,546
Location
Estonia
Any good mods for Clear Sky?
Only one right now it ditches the main plot and sticks to what its good at namely faction warfare. S.T.A.L.K.E.R: The Faction War

DraQ you can put a scope or silencer on many weapons, you just have to edit the weapons file. For some reason they were just not enabled. Interesting COP SGM has the same upgrade kit like in the picture to change Groza into silenced one. Although I have to say SGM is moving more toward JA2 v1.13 weapon kit and weapon vise. I do love SGM and yes the whole road from Cordon, Swamp to Zaton is a bitch to play.:mad: The rest of the added content makes up for it although they need to work more on Red Forest and Dark valley for more content.



Replace awkward English voices with Russian ones.
 

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,920
Location
Rio de Janeiro, Brasil
EDIT: Wait a minute, now that you say that, the voice of this "guy" sounds "eegiaugiaughhhhhhhh" enough to be a zombie. Do Zombies carry guns in STALKER? oO
Yes I think that was a zombie. Bandits are more mobile and chatty.

Here's a firefight against bandits



Hey potatoe, youre good.

How do you lean in corners while moving? Do ou swap fingers quickly in the keys?

Is this pistol on from Nimble ? And your armor, is it the duty one?
 

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