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I'm about to play Shadow of Chernobyl for the first time but I'm going to install the Zone Reclamation mod. From looking at the file size it doesn't seem like this mod updates the textures like the (obsolete) Complete 2009. Would you guys recommend any texture packs?
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# ? Oct 25, 2014 15:43 |
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# ? Apr 27, 2024 04:52 |
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SolitarySolidarity posted:I'm about to play Shadow of Chernobyl for the first time but I'm going to install the Zone Reclamation mod. From looking at the file size it doesn't seem like this mod updates the textures like the (obsolete) Complete 2009. Would you guys recommend any texture packs? Argus textures look pretty good. I'm not sure if atmosfear comes with its own but you may want to look into that as well
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# ? Oct 25, 2014 15:57 |
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Atmosfear isn't officially released for SoC as far as I can tell. You can pretty much just copy all the textures over from Complete apart from the weapons (may cause problems) and ui (definitely will) https://mega.co.nz/#F!zEtSxC4J!eRsovn-n098UpRtLDmr5_w Check out the Shadow of Chernobyl eye candy folder. Has Argus' texture packs, SWO, and a few others.
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# ? Oct 25, 2014 16:14 |
Okay, so I'm getting back into STALKER for real this time. Aiming to actually complete the games instead of futzing about for 12 hours and then forgetting to play them. In terms of mods, along with the obvious bug fixes and polishing, I'm looking for some specific things for both Clear Sky and Shadow of Chernobyl: * A return of the A-Life system. * Less bullet spongey enemies and better weapon accuracy. Like I'd want to actually put the iron sights of a Makarov on a guy at 30 yards and expect the bullet to at least hit somewhere on his body, and not have to put four or five rounds into a regular bandit or Loner with a leather jacket to drop them. At the same time, I don't want the extremely difficult fights you get from stuff like Zone of Alienation. * A lot of variety with guns. So stuff like 7.62x39mm AKs (and different permutations of AK), battle rifles like the G3 and FAL, revolvers, 7.62x25mm weapons, etc. I liked the weapons in Zone of Alienation but the magazine system felt clunky and difficult to get to do exactly what you're trying to do. * Optionally some random immersion stuff, like cooking stuff at fires. chitoryu12 fucked around with this message at 20:44 on Oct 25, 2014 |
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# ? Oct 25, 2014 20:42 |
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chitoryu12 posted:Okay, so I'm getting back into STALKER for real this time. Aiming to actually complete the games instead of futzing about for 12 hours and then forgetting to play them.
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# ? Oct 25, 2014 21:40 |
Willy Pete posted:For CS this is basically what you're looking for: http://www.moddb.com/mods/arsenal-overhaul-clear-sky/features/aocs-features Will that mesh with Clear Sky Complete or will they conflict until the game explodes?
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# ? Oct 25, 2014 21:58 |
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Justin Time! posted:Uh, as a bandit, am I not allowed to enter the Depot anymore? Loners are fine with me but it seems like the people guarding the Depot are shooting me on sight. That's because the depot is the loner home base. I don't recall meeting any bandits there.
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# ? Oct 25, 2014 22:11 |
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If you do end up clearing the Depot out there's an invincible merc who chills at the bar. I'm not sure what he does but he seems ok.
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# ? Oct 25, 2014 22:48 |
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If you take a base do you get their trader/mechanic?
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# ? Oct 25, 2014 22:49 |
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Since it's been recommended a few times and I love Arsenal Overhaul for CoP I'm going to see if I can integrate Arsenal Overhaul CS into TFW
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# ? Oct 25, 2014 22:52 |
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NeoSeeker posted:If you take a base do you get their trader/mechanic? One guy from the squad you called in becomes a repair dude and another becomes a guide. I think a map change makes proper traders set up.
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# ? Oct 25, 2014 22:56 |
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NeoSeeker posted:If you take a base do you get their trader/mechanic? You do but neither is full capacity The trader only has ammo and maybe a gun or two and the mechanic can only fix your weapons, not upgrade them.
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# ? Oct 25, 2014 23:17 |
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chitoryu12 posted:Okay, so I'm getting back into STALKER for real this time. Aiming to actually complete the games instead of futzing about for 12 hours and then forgetting to play them. You should take a look at OGSE, I think it improves A-Life, makes enemies die (sometimes too fast), and has a few new guns. It's quite a nice version of SoC, though you'll want to find the script that removes the auto-turrets.
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# ? Oct 26, 2014 02:16 |
MadBimber posted:You should take a look at OGSE, I think it improves A-Life, makes enemies die (sometimes too fast), and has a few new guns. It's quite a nice version of SoC, though you'll want to find the script that removes the auto-turrets. Thanks, I'll give it an install!
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# ? Oct 26, 2014 04:20 |
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https://mega.co.nz/#!b5VE2aQC!9lBrgLiTDNmnms7jH57kcf0UtUlmD1oDXpyNq6KZJ_g theres the turret fix.
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# ? Oct 26, 2014 06:44 |
I'm unable to launch SoC with OGSE. Whether my game is 1.0005 or a fresh install, I always get the same error: --------------------------- XR_3DA.exe - Entry Point Not Found --------------------------- The procedure entry point ?r_string@IReader@@QAEXAAV?$basic_string@DU?$char_traits@D@std@@V?$xalloc@D@@@std@@@Z could not be located in the dynamic link library C:\Program Files (x86)\Steam\SteamApps\common\STALKER Shadow of Chernobyl\bin\XR_3DA.exe. --------------------------- OK ---------------------------
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# ? Oct 26, 2014 07:27 |
NeoSeeker posted:That's because the depot is the loner home base. I don't recall meeting any bandits there. Aren't loners and bandits sort of cool with each other? I mean, I'm a bandit running errands for the loners who made themselves feel at home in the factory lobby, and they seem cool with me. So far the only loners who have turned hostile on me are the folks at the Depot, and even then, not all of them until I start shooting back. It looks like it should be a neutral zone though, even the military hangs out there.
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# ? Oct 26, 2014 10:11 |
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Ddraig posted:I wouldn't recommend my Misery addon. It's got a few crashes that I can't force myself to fix because, ironically, working on misery is one of the most depressing experiences of my life. That's not very ironic at all.
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# ? Oct 26, 2014 10:13 |
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Justin Time! posted:Aren't loners and bandits sort of cool with each other? I mean, I'm a bandit running errands for the loners who made themselves feel at home in the factory lobby, and they seem cool with me. So far the only loners who have turned hostile on me are the folks at the Depot, and even then, not all of them until I start shooting back. It looks like it should be a neutral zone though, even the military hangs out there. TFW has two groups of loners: Regular loners (these guys are pretty much neutral to everyone) and Defiance. Defiance are the playable stalker faction, and they are hostile to bandits. The Depot is actually a Defiance hotspot, with a few loners there. Defiance and Loners usually exist side by side (especially in the Depot), with the Bartender there being a loner and not defiance etc.
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# ? Oct 26, 2014 20:58 |
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Would it be possible to make the depot a neutral area controlled by loners? So basically if you don't piss them off you are able to use it? This isn't a very well thought out suggestion and I already suspect that it would really throw off the balance.
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# ? Oct 26, 2014 23:11 |
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Ddraig posted:Since it's been recommended a few times and I love Arsenal Overhaul for CoP I'm going to see if I can integrate Arsenal Overhaul CS into TFW This would be the perfect addition to TFW, I hope you're able to pull it off. As if I'm not hooked enough on TFW already.
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# ? Oct 26, 2014 23:39 |
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NeoSeeker posted:Would it be possible to make the depot a neutral area controlled by loners? So basically if you don't piss them off you are able to use it? This isn't a very well thought out suggestion and I already suspect that it would really throw off the balance. This makes the most sense, as the central area is pretty much neutral usually, sure, defiance have their area, cordon, but I think general loners should be neutral to all but military and monolith, I was a bit disappointment at ants reaction to me deciding to hang with my bandibros, as I am green to loners and have been for ages. Ddraig posted:TFW has two groups of loners: This is what I see, and yet running around doing jobs for the guy in depot raises my loner cred, joining bandits keeps my loner cred but makes the depot hostile, which seems counter to logic. staberind fucked around with this message at 01:57 on Oct 27, 2014 |
# ? Oct 27, 2014 01:53 |
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The giant problem with making the depot a neutral area is the mechanic. He can mod every gun. I think if you would have to do quests or pay triple or something it would balance it out, because the bandit mechanic mods a select few guns.
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# ? Oct 27, 2014 03:34 |
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You do need to do plenty of little missions for the dude in the train carriage, to be get regular stalkers green, the other bunch require you to do missions from the cordon base, if you run with defiance, you get to use that mechanic as well. I have not checked with clear sky or anyone else. but if its just bandits, maybe that needs to be changed. I have no idea how to do that myself, or I would. Of course, if joining any faction made everyone else including loners hate you, I'd understand, but I still have positive standings with them.
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# ? Oct 27, 2014 11:12 |
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Keep in mind that the bandits are the dickheads of the zone. All the poo poo that's trying to kill people, and they go around holding up random loners for cash and goods just because they don't have an affiliated power backing them up. Of course the garbage loners are going to take a shot at them if they do that. It's a neutral zone. Not a "everyone come party even if you're a cold-blooded murderer/thief" zone.
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# ? Oct 27, 2014 11:35 |
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Basically it works like this: Loners and Defiance are two allies. Loners are the ones that don't get involved in the faction war, Defiance do. Improving your rep with either is likely to make the others like you. Loners are neutral to all until you give them a reason not to be, Defiance are usually hostile to anyone not Defiance/Loner The Depot is the Defiance/Loner neutral ground. The farmstead is the Defiance base. Defiance will attack you if you're not Defiance/Loner, which may make Loners hostile to you.
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# ? Oct 27, 2014 12:00 |
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chitoryu12 posted:I'm unable to launch SoC with OGSE. Whether my game is 1.0005 or a fresh install, I always get the same error: Sorry nobody noticed this earlier, but could you post your crash log?
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# ? Oct 27, 2014 13:27 |
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OGSE is built around Steam version 1.0005 Steam was recently updated to 1.0006 so the bin files OGSE installs are incompatible with the Steam version now. Verifying your steam installation should work, as it will copy over the OGSE bin files with the 1.0006 versions.
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# ? Oct 27, 2014 13:41 |
Archonex posted:Keep in mind that the bandits are the dickheads of the zone. All the poo poo that's trying to kill people, and they go around holding up random loners for cash and goods just because they don't have an affiliated power backing them up. Yeah, but it's hilarious to see stalkers constantly coming in and out of the bandit base and doing their shopping there, we should kick them out imo. So, I guess Defiance is the easiest route then? You get to access the best mechanic. And I've ran into a green stalker from the Trader faction in the military warehouses, where Freedom hangs out, idk how he became green but he let me know the SECRET locations of the PDA dude and the special weapons dude, so that's cool I guess. Also great to have a cheap resupplier of goods while I'm on a campaign to wreck Freedom. Robert Red Rocket fucked around with this message at 14:44 on Oct 27, 2014 |
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# ? Oct 27, 2014 14:40 |
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Well, playing as a Loner (non-Defiance) is very different than playing as a faction, since as a Loner you won't be instantly at war with literally everyone else on the map.
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# ? Oct 27, 2014 14:48 |
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When I did my run as clear sky I never had a problem with the depot, but I think I might have killed all the defiance bases before I went back after starting the war. I don't think the Depot is a Defiance base, they just hang out there. Also how is playing TFW as a loner? Do you just run around doing missions for all the groups as they kill each other and that's it? Not that there is a problem with that, it seems like the most STALKER experience.
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# ? Oct 27, 2014 15:23 |
lol I seem to be running into a bug, trying to go from Army Warehouses to Garbage, and my Mosin Nagant turns into a Chaser 13 shotgun, reloading doesn't seem to fix it, it always turns into a chaser 13 after the transition. Unequipping the weapons seem to spawn a new chaser 13 right into my hands, with my original weapons in my inventory. The zone is a weird place.
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# ? Oct 27, 2014 15:40 |
Ddraig posted:OGSE is built around Steam version 1.0005 So do I install the game, install the mod, then verify files?
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# ? Oct 27, 2014 16:34 |
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chitoryu12 posted:So do I install the game, install the mod, then verify files? Yes this should work
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# ? Oct 27, 2014 16:40 |
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Archonex posted:Keep in mind that the bandits are the dickheads of the zone. All the poo poo that's trying to kill people, and they go around holding up random loners for cash and goods just because they don't have an affiliated power backing them up. I realize this, but when the guys on the tower spot you and go "hey it's THAT bandit guy, he's alright" I don't see why they wouldn't let you in. Other than no stalker isn't wearing some kind of face obscuring garb.. I dunno, it would be cool to use the depot as a bandit.
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# ? Oct 27, 2014 20:20 |
Ddraig posted:Yes this should work I tried this with a different mod collection rather than OGSE (as I already had an alternative installed) and it worked.
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# ? Oct 27, 2014 21:10 |
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So merging Arsenal Overhaul with TFW is proving to be a bit trickier than I imagined. I'm trying to do it to maximize compatibility between saves as much as possible, but depending on the complexity it may require a new game start. Given how Clear Sky/Call of Pripyat handles weapons it may also be that some weapons in TFW that already exist may not be entirely compatible. Long story short, this is going to take a while to minimize crashes and redundancy (no extraneous textures cluttering up things etc.)
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# ? Oct 27, 2014 23:00 |
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NeoSeeker posted:I realize this, but when the guys on the tower spot you and go "hey it's THAT bandit guy, he's alright" I don't see why they wouldn't let you in. "Hey, it's THAT Blood, he's cool, he can come in our hood." -- said no Crip ever. The zone is not a friendly place, and the factions are basically gangs, that will gently caress you up simply because you're not one of them. Loners are excepted because they don't have any organization that they've pledged allegiance to. The minute they do (Defiance, Bandits, whatever), they're a threat.
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# ? Oct 27, 2014 23:58 |
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Leif. posted:"Hey, it's THAT Blood, he's cool, he can come in our hood." -- said no Crip ever. Ehhh... Just watch a documentary about it. Gangs will form semi-alliances when needed. I've actually heard of the gangs you mention doing the exact thing you describe. It's all about sects. The aryan brotherhood isn't the best example, but it does get neo-nazis to work with other races inside prisons. This causes shitloads of internal feuds though. The brotherhood is ran sorta like a business. But if there's a bandit who just so happens to be friendly to at least loners you'd think they'd totally be all for accommodating him especially if he's a higher up. Gangs are nowhere near as mindless as one might think. I'd reckon this is because one dude will stop at nothing to get bloodlusty in the presence of anyone who isn't even apart of the gang, while another member finds it prudent to deal with other gangs, if only in a covert way. You cannot group people together even though they are in a gang. Although I will admit there are gangs out there who would do incredibly terrible things to their own if they ever found something like this out. NeoSeeker fucked around with this message at 00:28 on Oct 28, 2014 |
# ? Oct 28, 2014 00:20 |
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# ? Apr 27, 2024 04:52 |
Leif. posted:"Hey, it's THAT Blood, he's cool, he can come in our hood." -- said no Crip ever. I think it's more complex than that. Obviously Duty and Freedom gently caress each other up constantly because they have a reason for a direct rivalry, but both of them hate bandits, are neutral to Loners, and friendly to Ecologists. Even in real life, gangs' allegiances are fluid and often inconsistent within the gang itself and they can easily team up if both are threatened equally by something. I also think that outside of game mechanics, bandits would be more complex than just generic black-jacketed raiders who rob and slaughter everyone they see. There's also criminal organizations from outside the Zone moving in to take advantage of it, or gangs who want to participate in the illegal weapons and artifact trade instead of simple mugging. Much like stalkers have a shaky relationship with the military that varies between mass hostility and careful negotiating, some bandits could be important parts of the black market that keeps the Zone thriving. It would be prudent not to shoot them on sight.
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# ? Oct 28, 2014 00:33 |