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STALKER Shadow of Chernobyl Mod Thread

Baron Dupek

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Jul 23, 2013
Messages
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https://puu.sh/uA8fB/bc9fef5257.webm


bc9fef5257.webm
 

Sykar

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Dec 2, 2014
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Turn right after Alpha Centauri
As someone who enjoyed two playthroughs of SoC and feels an itch to play again are there any minor modifications which add a little extra atmosphere or gameplay?
Edit: Just saw that ZRP has a huge list of small modifications through the Modifier.exe. Any of those must have outside of the bobbing head disable?
 
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Baron Dupek

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Jul 23, 2013
Messages
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Most overrated Stalker mod ever (after Misery) is going to release
The final release date for Lost Alpha Developer's Cut is the 26th of April 2017, 31 years after the tragic events in the Chernobyl Nuclear Power Plant transpired

http://www.moddb.com/mods/lost-alpha/news/lost-alpha-developers-cut-release-announcement

What do we know? There will be detectors (for artefats and else)
What we don't know yet is how they deal with empty spaces in most maps, especially those in 2nd half of the game (and final ones).

If I get any free time I might give it a shot which is unlikely, second reason is this
we plan to update DC post-release, likely also adding some new content. We have 2 new levels in production, and many new features, which we will uncover later this year. Speaking about stuff we have done so far, here is an updated changes log: click here! or here
S.T.A.L.K.E.R.: Lost Alpha official Developers Cut
--------------------------------------------------

Work in progress version!
Engine updated: Mar 12 2017
Engine version: 1.4000
Build number: build 6610
ETA: 26th April 2017

Fixes:

- fixed incorrect syntax in task_manager for relation
- fixed cost for Rat pie
- fixed crash when trying to talk to wounded military on Pripyat
- fixed the handling of white niva vehicle and the model itself
- fixed the handling of lada cabrio and raf truck
- fixed the VIP card dialogue in Bar (Duty arena)
- fixed unresponsive zombies on Forest
- cleaned out all stashes of unused items
- fixed the few invincible monolith soldiers on Darkdolina
- fixed rare error with xr_effects.script:2142: attempt to index local 'inv_box' (a nil value)
- fixed bugs in sound engine
- fix for xr_logic.script:42: attempt to index local 'stor' (a nil value)
- fixed the tunned white niva (root bone was set too low, it could stuck to small rocks and debris easily)
- fixed the remaining vibrating windows/glass surfaces on R1 (static lightning) render
- fixed and finetuned water surface on r1 and r3 render
- added back ammo tracers and bullet holes
- fixed several sound files
- fixed the unresponsive AI
- fixed the not properly working 'hit sounds', 'death sounds' (and other sounds) so AI reacts even better
- fixed the random crashes when using some of the 3rd party graphic overlays, like fps counters or Steam in-game panel
- fixed shooting effector
- fixed water which visible through the fog
- fixed rain stripes on DX10/11
- fixed treasure manager (which gives stash info to player)
- fixed some missing strings (text files)
- fixed incorrect materials
- fixed glows (they won't shine thru the walls)
- fixed the black fences around Doc's house on Swamp level (wrong surface -> incorrect shadow)
- fixed smoke particles
- fixed the intro sound
- fixed the missing mutant names (when player searches body)
- fixed and finetuned xr_heli chopper scheme
- fixed bugs in bind_car script for proper NPC detection when actor is behind a vehicle, or stays in it
- fixed mutant cat-head item (was needed for a pda task, but the mutant never spawned it)
- fixed the bandit scene on Garbage level
- fixed translucent dynamic objects (windows, anomalies etc.) which visible through the fog
- fixed the bug at the countryside blockpost, where army always attacked the player on returning from lost factory level
- fixed a sidetask on construction site, which could fail due to a missing precondition
- fixed a crash in cordon which happened if you talked to one of Petruha's men without taking the quest from Wolf
- fixed a rare or random crash in the Pripyat Undergrounds level
- fixed the sometimes unresponsive codedoor keypad in Pripyat Undergrounds level
- fixed the ground detail bump textures, they were too grainy
- added all missing hands models for all new suits
- added all missing upgrades to all weapons and armors we had in LA
- some mutants were fixed (papakarlo, civil zombie)
- crosshair fix
- grenade hud fix
- task manager for sidetasks fixed
- fixed random bugs in arena (Bar)
- fixed sector and material problems in Agroprom level
- fixed geometry bugs on Forest level
- face culling fixup for details
- many fixes for upgrades
- fixed incorrect visual on actor when he drops his outfit
- fixed repair in upgrade window
- added highlighting of ammo and addons in trade window
- made nightvision to turn off when outfit is out of outfitslot
- fixed zoomin, zoomout, place a mark buttons in PDA map window
- fixed incorrect reading of vectors in user.ltx
- fixed wrong saving of ammo in weapon with grenade launcher
- fixed rendering of translucent models (weapon hud)
- aref geometry has shadows now
- fixed hiding glows on r3 and r4
- cursor is now centered in all dialogs and menu
- fixed crash when destroyable object is destroyed
- moved thirst and hunger to engine from scripts
- added values 'eat_thirst' and 'eat_phy_health' to eatable items
- fixed full recovery hunger and thirst when using food
- fixed incorrect particle positions in hud mode
- fixed inertion, strafes, bobbing for detector
- fixed 'satiety_restore_speed'
- fixed campfires and torch on r3, r4
- disabled drawing relation for monsters and car in carbody wnd
- set texture color for drag items
- mark inventory items in inventory, trade wnd and carbody wnd as in builds
- fixed message when torch is turned off
- fixed the bridge on Darkdolina (columns arent passable from now)
- fixed the uv error on the factory chimney in Cordon
- added more, previously missing xml nodes
- added a precondition to Petruha's men, so the game wont crash even if you don't talk to Wolf, they will send you to talk to him first

+ all previous patch fixes

Addons:

-- Gameplay

- disabled blowouts in Bar until freeplay to avoid a very rare bug
- disabled the strange cutscene on Swamp on request of fans
- added extra behaviour for npcs when they use grenade
- added steal and sneak behaviour to certain monsters such as zombies, psydogs
- more alife on almost all levels, with higher respawn rate
- more variety in the mutant relations, to see more epic fights between them
- more and more sidequests
- many new smart terrains
- doubled the battery duration
- lowered the fuel usage
- lowered the volume of detector sounds
- finetuned generic trader files
- added more weapon fixer-upgrader npcs (ivancov, guide, ghost, freedom barman, doc, kruglov)
- the lada cabrio is no longer immortal
- weapon upgrade system from Call of Pripyat
- added ammo parameters from Call of Pripyat (k_dist, k_air_resistance, k_ap etc...)
- added PKM and Protecta from Call of Pripyat
- flight of bullets are now depending on the protection of armour (bullet wont go thru the heavy armor, it will cause ricochet)
- re-enabled artefact hunter scheme (wandering and camper npcs search for artefacts)
- re-enabled looting scheme (wandering and sometimes camper npcs loot dead bodies)
- re-enabled humming, whistling for random npcs to achieve even nicer atmosphere
- added back some old articles to pda, which we forgot to enable previously
- upgraded items are now marked with an arrow in left corner, so players will know which one is edited if they have more of the same kind
- opened up the countryside level a bit more to the east
- pripyat secret trader won't disappear after a couple of minutes
- btr has a working trunk now
- you can bribe the arena guard from now, which means you don't need to wait a week to be able to go thru the arena, you can do it anytime now
- bar's (great metal factory) geometry was changed for easier access
- skills module re-initiated, working on implementing point system (current skills: barter, survivor, sharpshooter, endurance)
- all upgrades were rebalanced
- all artefacts were rebalanced
- all suits were rebalanced
- more suits to wear
- artifacts less appreciable now
- more upgradable items
- made nightvision for helmet and nightvision device (for modmakers)
- on master difficulty removed npc counter from hud and the "beep" sound
- nightvision can be turned on in car
- now actor can't drag npcs with full inventory
- bandits in the Dark Valley have a better taste in music
- new binoculars
- binoculars now have upgrades, motion tracking is disabled by default
- detectors from Call of Pripyat, all are upgradeable
- eating food makes you thirsty
- alcohol restores psi-health
- Strelok's stash is less accessible


-- Graphics

- finetuned the dynamic weather on DX9/10 render
- tweaked postprocessing to achieve nicer display
- atmospheric ukrainian weather pack with around 50 unique skybox captured in Ukraine (pending)
- HD textures addon for many surfaces, which actually looked lowpoly previously
- HD foliage texture pack by Cromm
- weather tweaks
- finetuned grass shadows
- finetuned grass shading without using grass shadows
- weapons and armor huds ported from Call of Pripyat to Lost Alpha
- player now has a unique, well-known face
- several weapons got new animations
- recompiled Cordon with vegetation changes and geometry changes
- recompiled Rostok Factory with geometry and vegetation changes
- recompiled Countryside with vegetation and geometry changes
- added high quality, natural color tree and vegetation textures by Cromm Cruac
- recompiled Agroprom with geometry and vegetation changes
- recompiled Forest with vegetation changes and extras
- made dof effector when actor is aiming
- pistols and USSR weaponry have orange-red tracers, NATO weaponry has red tracers
- disabled 'explosion' for some bullets


-- Engine

- engine now detects all the sound cards connected to your pc and you can select any of them to use
- grass movement can now be controlled from user.ltx, and from weather files
- grass draw distance now can be set from console from 30 to 240 meters (SoC used 25meter by default)
- sun lumscale, ambient and hemi color can now be controlled from weather, so it can be changed or mixed as the weather changes, creating nice atmosphere
- implemented DX11 render mode (with the same bugs as it had in CoP)
- added shaders cache ('r__shaders_cache' console command) which speeds up the loading of shaders when pressed alt+tab
- added support v3 and v4 skinning types to models. Lost Alpha can load CS and COP models
- made clean up G-buffer each frame to avoid "ghosting" on sky
- added new hud adjust mode to adjust weapons on cop hands
- all texts from scripts, configs were moved to text/ folder
- extra option to hide/unhide subtasks on pda tasks section
- added console command to disable/enable sun flares
- depth of field is controlled by weather
- added 'r2_dof_weather' console command for using dof values from weather or from console values
- more types crosshairs
- added new parameters for artefacts
- now outfits have the same description as artefacts, no need to add parameters of outfit to translation files
- added 'auto_detect_entities' parameter to binoculars so that it could be true or false and also could be upgrated
- added reserved tasks to LA engine, which includes new tab in PDA. infoportion and call_function etc.
- added new parameters to outfit also added them to upgrade list
- added new method 'allow_break_talk_dialog' for xr_meet as in Call of Pripyat
- added console command 'keep_textures_in_ram'
- returned back spawn of artefact when alive entity dies in it as in builds
- New console command to skip texture loading state. Useful for debuging; r__skip_texture_load
- Added separate fps counter. command rs_fps
- Fix for hud particles not being rendered with the reacent particle distance tweak
- added 'current_detector' and 'r__glows_enable'
- optimized detector sound, and did some code organization
- code for psy-health bar in inventory
- Tourch parametrs can now be configured in configs too.
- Replaced Name by Nameshort for highlighting items names when pressed F
- adde console command r2_particle_distance. Now particle distance can be tweaked.
- added steep parallax param 'use_p:' to textures specification
- disabled blending light direct because something wrong with suncascades
- set texture color for drag items
- added 'has_upgrade' method
- disabled 'keep_necessary_textures' by default
- added 'dof_kernel', 'dof_sky' to weather, renamed 'dof_far'->'dof'
- added 'r2_dof_weather' console command for using dof values from weather or from console values
- disabled drawing relation for monsters and car in carbody wnd
- red unupgradable items in upgrade wnd
- mark inventory items in inventory, trade wnd and carbody wnd
- fixed campfires and torch on r3, r4
- added 'eat_psy_health' to eatable items
- returned SSE2 to SSE
- cursor is now centered in all dialogs, added 'NeedCenterCursor' method for it
- disabled centering cursor for ScriptWnd, use 'NeedCenterCursor'
- fixed 'satiety_restore_speed'
- moved thirst and hunger to engine from scripts
- added value 'eat_thirst' to eatable items
- added 'satiety' and 'thirst' properties
- added united crosshair console command
- fixed incorrect reading of vectors in user.ltx
- fixed wrong saving of ammo in CWeaponMagazinedWGrenade
- fixed rendering of translucent models (weapon hud)
- fixed shadows of aref geometry
- fixed hiding glows on r3 and r4
- added method 'level.object_by_name'
- fixed crash when destroyable object is destroyed
- unupgradable wpns/outfits are visible in upgrade wnd now
- disabled messages 'Version conflict in shader' and 'Renderer doesn't support blender'

+ all previous patch addons

STILL WIP:
- incorrect sunshadows on dx10 render with older ATI-AMD cards (if we can fix)
- SweetFX and alikes renderer injectors crash


------------------------------
GSC GAMEWORLD | DEZOWAVE 2014.
aka moar patching and content incoming.
 

Arrowgrab

Arbiter
Joined
Jan 20, 2016
Messages
643
I have a problem/question regarding Call of Chernobyl.

Just what exactly ARE the system requirements? Some web page out there says the OS has to be Vista or newer, but it's a mod for Call of Pripyat, and that game runs on WinXP just fine, so why should the mod be any different?

I'm asking because I'm trying to get the damn thing running.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,859
I have a problem/question regarding Call of Chernobyl.

Just what exactly ARE the system requirements? Some web page out there says the OS has to be Vista or newer, but it's a mod for Call of Pripyat, and that game runs on WinXP just fine, so why should the mod be any different?

I'm asking because I'm trying to get the damn thing running.
Maybe it requires you use the DX10 mode.

A better question is why the fuck would you still be using WinXP.
 

Gnidrologist

CONDUCTOR
Joined
Aug 30, 2005
Messages
20,928
Location
is cold
I've noticed in some videos that people manage to jump way further than it's posible in my game. Like, for instance, some rooftops that get jumped on from trucks and such. Does everyone use some sort of alterned ini file variables or smth, because some of the jumps aren't really possible without cheating imo. Stalker is shittier at jumping than 5 year old and i'd actually think there's good reason to enhance his jumping ability to at least to the levelo of normal people. Anyone know which file and variable should be changed for this?
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,366
I have a problem/question regarding Call of Chernobyl.
Just what exactly ARE the system requirements? Some web page out there says the OS has to be Vista or newer, but it's a mod for Call of Pripyat, and that game runs on WinXP just fine, so why should the mod be any different?
You see -there is something...
It's not a mod for CoP.
Call of Chernobyl is based on Call of Pripyat. There is so much changes in engine it's no longer need basic game and thus - need new OS.
And most obvious - nobody in the mod team have this ancient system to work with.

Gnidrologist
they edited actor.ltx (gamedata\config\creatures\) and tweaked value jump_speed, default value is ~6, I used to change it to 9 or more (but no more than 12 or get hurt, unless another value is changed).
 
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Gnidrologist

CONDUCTOR
Joined
Aug 30, 2005
Messages
20,928
Location
is cold
Strange and annoying situation. Suddenly, for no apparent reason two loner-stalkers in the Bar area have turned hostile. I can't kill them without turning the whole area hostile against me, i can't lure them out in the dog infested area (although i don't know if that would make me killing them unanswered by duty blokes) and none in the area, including duty grunts is helping me in any way, just standing in the ''combat pose''. I can avoid them pretty easily if needed, but it's annoying and i'd want to know what could cause something like this.
Don't know if that's important, but those two guys appeared right after my third arena match.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,170
Location
Eastern block
Most overrated Stalker mod ever (after Misery) is going to release.

You smell like a mod expert so let me ask you, as someone who never got to play Stalker (before I'm stoned by the mob), what is the top one in your opinion and save me the misery.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,366
Most overrated Stalker mod ever (after Misery) is going to release.

You smell like a mod expert so let me ask you, as someone who never got to play Stalker (before I'm stoned by the mob), what is the top one in your opinion and save me the misery.

Top one? SGM series, without question. Lot of content (jobs, items and else).
Other one that don't turn into wacky shitfest? Secret Trials 2 with Autumn Aurora, FOTOGRAF,
There is also REBORN but you need to play first parts to not get lost in the story and they're BAD and NUTS with too much weird shit there.
 

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,790
Location
Mexico
Divinity: Original Sin 2
I would say that ZRP is essential for the first playthough... maybe throwing there a few texture mods or Atmosphere but it is pretty much it
After that I would suggest Autum Aurora 2, it gives the basic game a nice visual overhaul along with some nice changes similar to the original Misery for Call of Prypiat
For Call of Priyat it is prefectly playable on its own on a first playthrough but I would suggest trying afterwards the Misery mod. The more recent versions are a bit too derpy and "hardcore" but the 1.2 version is in my opinion the best version of the game
 
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Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,563
Location
Russia atchoum!
Don't remeber what version of Misery I had installed, installed it year ago - but it played fine, not too hardcore for me at least.
Also what is ZRP?
 

Gnidrologist

CONDUCTOR
Joined
Aug 30, 2005
Messages
20,928
Location
is cold
Two things.

Is it me or shooting from ironsight yields worse results than hip shooting? Even scores suck, especially PSO. I regularly see bullets hitting nearby objects although, i'm supposed to hit the target. At the same time it's not problem clicking someone to death through thick bushes by simply clicking on the red dot.

Why in the fuck Duty traded keeps dying in my absence. This is the second time i find him dead and not sure how far my last save with him alive is. Last time it was close and i could actually suspect what the cause was. Couple of hostile loners were after me in the bar area so i suppose some random bullet somehow got to him. At this point there has been no shooting near by so what gives? Is it a known bug or some sort of radiant AI glitch?
Are there any sort of console command to revive him? I wouldn't care much, but he seems to be the only reliable source of 9x39 ammo, which fules the best weapons in the game. Did he sell any unique weapons?
 
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Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,790
Location
Mexico
Divinity: Original Sin 2
Decided to do a shotgun only run for Shadow of Chernobyl on Autum Aurora 2 and it is so fucking good, the removal of the starter armor is kind of a pain in the ass but still it seems feasible... had to leave the other npcs do most of the work on the first mission but afterwards I got a few shells and a sawn off shotgun to get started. Getting up close works on most mutants and early game bandits hope the military shotgun is availabe early from barkeep
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,366
Gnidrologist
guns in Stalkers don't work like those in modern shooter where you get 100% supreme accuracy with iron sight.
AK guns are still far from accurate even few steps away from the target even with pristine condition. Just their Accuracy stat is not that good. Some mods that turn game hardcore (and make everyone die in one-2 shots) might make these gun accurate but they still won't be as good as sniper rifles or AS VAls.
 

Old One

Arcane
Joined
Jul 13, 2015
Messages
3,914
Location
The Great Underground Empire
guns in Stalkers don't work like those in modern shooter where you get 100% supreme accuracy with iron sight.
True.

People disagree about whether it's a good thing or not. If you don't like it in SoC you can use the ZRP to change it.

Personally I think it's bad, so I changed it. It probably makes the game harder, because all your enemies become more accurate just as you do. You're much more likely to get hit with no warning and no idea which direction the shot came from.
 

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,790
Location
Mexico
Divinity: Original Sin 2
Playing Misery with the lights down, new surround sound headphones and I can hear the rolling thunder on the distance as the sky turns red as an emisión is ready to hit... I take cover beneath an outcrop of rocks next to the fueling station and I can see the lighting and the wipping wind as the emision hits...
God I love this game
 

decaf

Learned
Joined
Apr 21, 2017
Messages
351
Is it me or shooting from ironsight yields worse results than hip shooting?

Maybe? I think ironsight movement is tied to weapon animations. You can edit bullet dispersion if you extracted the weapon/ammo .ltx configs, but that doesn't do anything to the gun jumping around.

You might also notice that full-auto sucks a lot. That's due to a "time_to_aim 1" in the weapon config files, which nerfs damage for 1 second or something when you fire full auto. It needs to be set to "time_to_aim 0". One of the many quirks (or annoyances) of that game.
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
Stalker mod experts: how is the latest version of OGSE? i'm itching for a replay of SoC that doesn't stray too much from the original, and my main contenders seem to be OGSE and AA+AMK+weapons or something?
 

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,790
Location
Mexico
Divinity: Original Sin 2
Autum Aurora 2 is probably the best mix of both worlds; the "base" Shadow of Chernobyl is there but with upgraded graphics and some Misery touches
AMK does sound interesting as well but part of the appeal of the original game is that most of the weapons are limited you sort of feel in a warzone where not only ammo is limited but also equipment and available gear
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,366
Tested some mods.
Amnesia3 despite being "WIP" state does not crash and have p.gut guns. And it looks amazing even in LITE version.
New Arsenal - new guns but also new ideas and quests+old ones are reworked.
Wind of Change 1.2 - time travel? Count me in. All levels from vanilla games are VASTLY reworked.

Stalker mod experts: how is the latest version of OGSE? i'm itching for a replay of SoC that doesn't stray too much from the original, and my main contenders seem to be OGSE and AA+AMK+weapons or something?
OGSE 0692 don't stray that much from the original but have some new/weird content.
OGSE 0693 is massive game overhaul and it's 2-3 times bigger and longer, best for veterans.
IF you want AA+AMK+guns then grab this http://www.moddb.com/mods/amk-autumn-edition
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,366
Beware the shitstorm is coming TODAY

http://www.moddb.com/mods/lost-alpha/news/stalker-lost-alpha-developers-cut/#6496117

some testers confirmed that most criticized problems like emptiness maps and bork story remains while team focused on features like detectors and skills and stuff.
:decline:

bonus
pre-release stream
did not watched because he started on Novice level lel
 

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