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STALKER Shadow of Chernobyl Mod Thread

deuxhero

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So I got Clear Sky from a bundle (For some reason only SoC and CoP were bundled when I bought the two of them, and I heard CS was medicore so I never got it). What mod to use my first time in it?
 

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
So I got Clear Sky from a bundle (For some reason only SoC and CoP were bundled when I bought the two of them, and I heard CS was medicore so I never got it). What mod to use my first time in it?

Clear Sky is pretty terrible but if you want to play it then I recommend Arsenal Overhaul:
http://www.moddb.com/mods/arsenal-overhaul-clear-sky

Fixes gunplay, adds lots of new weapons and has lots of QOL tweaks. Also includes bug fixes etc.
 

Invictus

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Divinity: Original Sin 2
Arsenal overhaul is awesome, it turned the least good of the Stalker games into something different from the other games but great fun with lots of new weapons and since Clear Sky was the most shooting focus game of the series it works perfectly
 
Joined
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Messages
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So I got Clear Sky from a bundle (For some reason only SoC and CoP were bundled when I bought the two of them, and I heard CS was medicore so I never got it). What mod to use my first time in it?

Clear Sky is pretty terrible but if you want to play it then I recommend Arsenal Overhaul:
http://www.moddb.com/mods/arsenal-overhaul-clear-sky

Fixes gunplay, adds lots of new weapons and has lots of QOL tweaks. Also includes bug fixes etc.

QOL?

I don't believe Clear Sky can be fixed TBH.
 
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Messages
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Are you asking what Quality of Life is, or what the features are?

From moddb
  • 1.2 features list:
    • Sky Reclamation Project 1.0.4 (unofficial patch)
    • All vanilla weapon models replaced with high quality versions
    • All new weapon sounds
    • 85 weapons
    • 30 new ammunition types
    • Caliber specific suppressors
    • Supersonic bullet cracks
    • Ammo types and attachments list added to each weapon description
    • Increased grenade launcher blast radius and fragmentation
    • Increased F1 grenade blast radius and fragmentation to 15 meters
    • Increased RGD-5 grenade blast radius and fragmentation to 6 meters
    • New minimalistic HUD
    • Repair kits
    • Freeplay
    • Respawn fix - when a faction base is captured, enemies will not respawn
    • Ruble notes can be bought from Ashot to stash your cash away
    • Lowered M4A1, Groza, PKM & AN-94 models
    • Realistic damage to npc's, a shot to the head or neck is a kill, 1-2 hits to the chest kills
    • Restored pistol iron sights
    • CoP Variation Mod
    • Right side ejecting shells for all weapons
    • Better gear in stashes
    • Reworked recoil to eliminate negative recoil
    • Grenades completely removed from Monolith and Bandit loadouts
    • Sleeping bag
    • 4 new suits
    • Rebalanced economy, traders pay more the further you get in The Zone
    • Surplus and civilian rifles to start with in the swamps
    • New scope overlays
    • All npc's rearmed with new weapons and ammunition
    • Duty and Freedom propaganda replaced with music
    • Duty, Freedom and Mercenaries sell stashes with high value weapons and ammo
    • Optional loadouts for Renegades

I didn't know what Quality of Life was, thanks for clearing that up.
 

kwanzabot

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597
cs isnt that bad lol, its worse then soc and cop though IMO


cs was REALLY buggy on release though
 
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cs isnt that bad lol, its worse then soc and cop though IMO


cs was REALLY buggy on release though

CS had some whacked out 90's action movie track playing around the first bandit camp you encounter.

The Hawaiian was annoying beyond belief and I could not stand hearing his voice.

The ending just totally sucked... Strelok turned into a fucking statue... Totally broke.
 

kwanzabot

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Messages
597
cs isnt that bad lol, its worse then soc and cop though IMO


cs was REALLY buggy on release though

CS had some whacked out 90's action movie track playing around the first bandit camp you encounter.

The Hawaiian was annoying beyond belief and I could not stand hearing his voice.

The ending just totally sucked... Strelok turned into a fucking statue... Totally broke.



ima be honest i don't really like that track either but if you think thats a 90's action movie soundtrack idk what action movies you're watching lol

it was def my least favorite game out of the 3 but it still wasnt that bad imo

the ending in cs was kind of shit though :s
 

Sceptic

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Divinity: Original Sin
The ending just totally sucked... Strelok turned into a fucking statue... Totally broke.
The last level is even buggier than the rest of the game, and it's not that great even when it works, but when it does it's a not-too-bad race to get to Strelok and shoot him with that superweapon you're given before he can get inside the sarcophagus.

I still think the highlight of CS are the exploration in the swamps, truly dark nights (best nights in any game, ever), the Cordon machine gunner, Red Forest atmosphere, awesomely deadly anomalies (best ones in the series), and a few good bits here and there. Much of the rest of it is great ideas marred by poor execution and/or bugs (the Faction Wars being the most prominent example).

As kwanzabot said it's not as good as the other 2 games, but it's still worth playing, provided you at least use SRP to patch out some of the worst bugs.
 

Invictus

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Divinity: Original Sin 2
A "bad" stalker game is miles better than 95% of the shooters out there, hell even that pos Fallout 4 tried to copy the emisions
 

Invictus

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Divinity: Original Sin 2
If I remeber correctly they already come included in the Arsenal mod in a separate folder where you can install them too
 

deuxhero

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Flowery Land
I saw atmosphere (no SRP though), but I want to know if I should I even bother with them (Read: Are they good?) and if I can use both at once (they seem like they do largely the same thing)
 

Invictus

Arcane
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Divinity: Original Sin 2
SRP is already included within Arsenal mod, you just have to include the Atmosphere mod included in the extras folder
SRP is mostly there for bugs and Athonsphere adds all new weather effects
 

Baron Dupek

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Messages
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Atmosphear also change (at least in CoP lite) colour of the game. Want to get Misery-like dead autumn surrounding? Or full of colors fable land? Or just toned down? You can have it.

even that pos Fallout 4 tried to copy the emisions
wat
I didn't know that. Is that for real? :D
 

Invictus

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Divinity: Original Sin 2
Yeah they did, and all the retards in the audience where it was revealed where prasing Todd for such an innovative idea, so cool to have to fear the radiation storm thingy
 

deuxhero

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Finished the swamps (clearing out everything for a bit more money to upgrade armor before moving on). Faction war moves way too fast without player involvement, though maybe the other ones offer more resistance. Seems pretty empty after clearing an area too.

The Mosin-Nagant is pretty satisfying to use. No idea how none of the three base games included it, given it's super common and the early game lacks any weapons effective over long distance.
 

CthuluIsSpy

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On the internet, writing shit posts.
Misery 2 is derpy like that, I would encourage you try Misery 1.2 again but start as a Recon and install my tweaks (which can be found here
http://www.mediafire.com/download/r7aqnbsoa1xi9c0 and on the on the other Stalker thread) those tweaks balance the economy a bit by lowering the prices of avrious items, giving more health recovery to health items, balances the food system so you have to eat less often and allows you to sell more items (75% condition or better instead of 85%) to reduce grinding, plus reduces the sight distance of enemies so they spot you roughy at the same distance you can spot them
It makes the game more enjoyable but it keeps the overall Misery experience intact

Do the tweaks work for the other classes as well, or just recon?
 

Invictus

Arcane
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Divinity: Original Sin 2
You could apply the file tweaks for creatures and items to all clases, just dont install any file that modified the player char since those are for the recon. I dont know what would happen if you replaced those files if you have other clases but I wouldnt recomend it
 

Baron Dupek

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Messages
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Aaaaand OGSE/Old Good Stalker Evolved 0.6.9.3 Eng is out. After short play with beta almost year back I can't wait to install. Too much changes to list out....
I liked that exoskeleton being scaffold that can be used on most of the armors (including SEVA).

It's standalone.
Moddb download.
MEGA download (I used downloader here, p.handy).
Thank goodness I recently switched my ADSL internet to something else or that DL could take more than one day.

Meanwhile
Gunslinger - never ever
Radium - never ever
Ray of Hope - never ever
Wormwood - never ever
Frozen Zone - never ever
Lost Alpha: Director's Cunt aka another attempt - never ever

EDIT
lmao, the same morning there is another release - http://www.moddb.com/mods/stalker-oblivion-lost-30/downloads/oblivion-lost-31-definitive-edition1
I rather stick with OL 2.5 standalone...

bonus video, so you can spot differences


Dedicated to Uncle Sascha (Bacha),
who was with us from the very beginning, but never saw the end.


-= Old Good S.T.A.L.K.E.R. Evolution =-
< 0.6.9.3 Final 1.0>

Back in 2010 no one could imagine that a small update for 0.6.9.2 R2 in the end, after four years, will result in the most high-tech mod for SoC. New technologies are outstanding, sometimes our programmers have done something that GSC wasn’t capable to do or what was considered impossible to do without access to the source code of the game.

Unfortunately, not everything was so remarkable: almost the entire 2013th year dropped out from the development for various reasons: tiredness of the game, personal affairs, technical difficulties, permanent bugfixes. All of this resulted in leaving of many talented persons out from the team, that’s why many ideas were not implemented.

Many ideas were abandoned due to lack of necessary specialists. Unfortunately, those who asked to join the team, quickly disappeared over the horizon. And we can’t made all by ourselves. To the end of 2013 modification was a kind of alpha-version with a bunch of bugs. But there were really creative and committed comrades who undertook the correction of that stuff. Now therefore modification became quite good product

There were much negative toward the GSC, which issued Stalker SOC in the form in which we all was originally played. During development OGSE constantly faced with terrible hacks, made by developers from GSC. Why is it so - not for us to judge, but believe me, we swore a lot, finding another bug from original game. Moreover, even before release we found another serious bug with suit protection system: to put it briefly, some of parameters did not work ever. What is even more interesting: the greater was the protection of the suit, the weaker he protected; believe it or not.

Locations were not good either - they were terrible. Holes in AI-map, untied nods, which are not good for mod stability. In OGSE 0.6.9.3 all found bugs were eliminated

A lot of good words must be said about our programmers Alexander and Konstantin (Malandrinus and KD). One should thank them for the technical features of mod. Now playing STALKER, you can enjoy unprecedented visual effects and gameplay features that can’t be seen in other mod for SOC. And all this was done without the source code. We do not have anything to hide, and the majority of tweaks is available to anyone who wishes in a project “X-ray extensions” (http://code.google.com/p/xray-extensions/)

Of course, we had to make some sacrifices, such as deleting R1-renderer. But it was right: all the efforts went to develop "dynamic lighting" renderer, which is only capable for all new graphical effects like "sunshafts", "reflections", etc. In addition, we speeded up the work with shaders, as well as loading saves.

We also thank Roman (abramcumner) for quests bugfixing after Jek@n left mod team.

And of course, we can not forget about Yuri (Simply Yuri), the man who brought developers in anger not only with his opinion about what is good and what is bad, how to do and how not to do, but with his meticulous study of each inch of the location, each wrong deviation of NPC, etc. And constantly slotting about correction of these bugs.

And when I look back in the far year 2010 and look at the day today, I think it's safe to say that the time was well spent, though not always optimal:)
 
Last edited:
Joined
Mar 29, 2007
Messages
4,559
Aaaaand OGSE/Old Good Stalker Evolved 0.6.9.3 Eng is out. After short play with beta almost year back I can't wait to install. Too much changes to list out....
I liked that exoskeleton being scaffold that can be used on most of the armors (including SEVA).

It's standalone.
Moddb download.
MEGA download (I used downloader here, p.handy).
Thank goodness I recently switched my ADSL internet to something else or that DL could take more than one day.

Meanwhile
Gunslinger - never ever
Radium - never ever
Ray of Hope - never ever
Wormwood - never ever
Frozen Zone - never ever

EDIT
lmao, the same morning there is another release - http://www.moddb.com/mods/stalker-oblivion-lost-30/downloads/oblivion-lost-31-definitive-edition1
I rather stick with OL 2.5 standalone...

bonus video, so you can spot differences


Dedicated to Uncle Sascha (Bacha),
who was with us from the very beginning, but never saw the end.


-= Old Good S.T.A.L.K.E.R. Evolution =-
< 0.6.9.3 Final 1.0>

Back in 2010 no one could imagine that a small update for 0.6.9.2 R2 in the end, after four years, will result in the most high-tech mod for SoC. New technologies are outstanding, sometimes our programmers have done something that GSC wasn’t capable to do or what was considered impossible to do without access to the source code of the game.

Unfortunately, not everything was so remarkable: almost the entire 2013th year dropped out from the development for various reasons: tiredness of the game, personal affairs, technical difficulties, permanent bugfixes. All of this resulted in leaving of many talented persons out from the team, that’s why many ideas were not implemented.

Many ideas were abandoned due to lack of necessary specialists. Unfortunately, those who asked to join the team, quickly disappeared over the horizon. And we can’t made all by ourselves. To the end of 2013 modification was a kind of alpha-version with a bunch of bugs. But there were really creative and committed comrades who undertook the correction of that stuff. Now therefore modification became quite good product

There were much negative toward the GSC, which issued Stalker SOC in the form in which we all was originally played. During development OGSE constantly faced with terrible hacks, made by developers from GSC. Why is it so - not for us to judge, but believe me, we swore a lot, finding another bug from original game. Moreover, even before release we found another serious bug with suit protection system: to put it briefly, some of parameters did not work ever. What is even more interesting: the greater was the protection of the suit, the weaker he protected; believe it or not.

Locations were not good either - they were terrible. Holes in AI-map, untied nods, which are not good for mod stability. In OGSE 0.6.9.3 all found bugs were eliminated

A lot of good words must be said about our programmers Alexander and Konstantin (Malandrinus and KD). One should thank them for the technical features of mod. Now playing STALKER, you can enjoy unprecedented visual effects and gameplay features that can’t be seen in other mod for SOC. And all this was done without the source code. We do not have anything to hide, and the majority of tweaks is available to anyone who wishes in a project “X-ray extensions” (http://code.google.com/p/xray-extensions/)

Of course, we had to make some sacrifices, such as deleting R1-renderer. But it was right: all the efforts went to develop "dynamic lighting" renderer, which is only capable for all new graphical effects like "sunshafts", "reflections", etc. In addition, we speeded up the work with shaders, as well as loading saves.

We also thank Roman (abramcumner) for quests bugfixing after Jek@n left mod team.

And of course, we can not forget about Yuri (Simply Yuri), the man who brought developers in anger not only with his opinion about what is good and what is bad, how to do and how not to do, but with his meticulous study of each inch of the location, each wrong deviation of NPC, etc. And constantly slotting about correction of these bugs.

And when I look back in the far year 2010 and look at the day today, I think it's safe to say that the time was well spent, though not always optimal:)


Which is the better, larger mod?
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,752
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
Which is the better, larger mod?

As far as I'm aware OGSE is bigger in terms of story elements it adds.

OL 3.1 adds some new areas in the end game, like the generators level that was cut from SHOC.
 

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