S.T.A.L.K.E.R Thread

I can't make WEBMs to save myself edition.

Unpacked Gamedata for SoC/CS/CoP : mega.co.nz/#F!V5hBzKab!wF7fgX6m5Tq29B_m5EX69g
STALKER gameplay quirks/myths : metacognix.com/stlkrsoc/WhatYouKnowThatAintSo.html
Mod Repositories
Shadow of Chernobyl : mega.nz/#F!Z7RjwaBS!PYNDw9ugMSojbpUDgIACHQ
Clear Sky : mega.nz/#F!oqgWWK4K!PStfjPLon_3UpVU-atgQeQ
Call of Pripyat : mega.nz/#F!1zAilAoZ!xw3kb1awC1csjv2dMlb7Mw

Other urls found in this thread:

moddb.com/mods/call-of-chernobyl/addons/doctorx-dynamic-anomalies-coc-1422
moddb.com/mods/call-of-chernobyl/addons/doctorx-dynamic-faction-relations
moddb.com/mods/call-of-chernobyl/addons/doctorx-faction-relations
moddb.com/mods/call-of-chernobyl/addons/doctorx-questlines
moddb.com/mods/call-of-chernobyl/addons/outfit-addon-coc
moddb.com/mods/call-of-chernobyl/addons/stcop-weapon-pack
moddb.com/mods/call-of-chernobyl/addons/warfare
moddb.com/mods/call-of-chernobyl/addons/smurths-dynamic-hudv2151410aoowrstcopoa
store.steampowered.com/app/519190/Next_Day_Survival/
moddb.com/mods/lurk/forum/thread/changing-the-ais-viewhear-distance
mega.nz/#!FUslGLxA!-PDqdHG5r-eiqmyby4ygpgozK66Q9kyB3_VcpECjP-8
reddit.com/r/stalker/comments/3p4ocs/enemy_ai_too_smart_in_autumn_aurora_21/
pastebin.com/6AtetpMM
moddb.com/mods/call-of-chernobyl/downloads/beta-call-of-chernobyl-15-r1
moddb.com/mods/call-of-chernobyl/addons/itemsoup-stcop2807v4-coc1416
mega.nz/#!FENTRajQ!cGzv8PPVzJ9M2gnHS-ajIdQYHMTunm1LC8MszDL3iQw
sys.8ch.net/log.php?page=1&board=v
8ch.net/settings.php?board=v
twitter.com/NSFWRedditImage

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Call of Chernobyl with the warfare mod is a giant clusterfuck. Also seems to be insanely easy to take bases out thus making it easy to genocide entire factions.

Also any easy way to disable helicopters? They seem way too broken to even be fun.

It's right there in game options in the main menu, uncheck "Helicopter Patrols".

Wow I am a dumb. Welp might have to give this a spin again. Attempted to play the mod right after beating vanilla call of pripyat but got really burnt out. Then got mad that the questline mod gave me a mission that was broken, had to rescue character that was in a out of bounds area.

Even love can bloom in the zone ;^3

Put the slow respawn or you'll get into end game gear wise within two maps.
Also look into the files, I forgot which one was, and reduce the 30 in game minutes to capture into something like 5 or 10. Each in game minute is 6 seconds IRL, so it gets quite fucking annoying to capture stuff by yourself just doing nothing for 5 fucking minutes each spot you want to cap.

Also, I don't even know how to use helicopters or spawn squads myself (unless I cap a point). How do you do that? I don't even know what the influence is for since I cannot give it use.

fair enough
I shall give it a try, hope it's ace game compatible?


what about this one?

I didn't find the game that hard, taking my time to look around and find out stuff is paying off
the AI is quite amusing too

Snuck into the Bandit base for a PDA last night. I decided to try playing STALKER like a stealth game. Turns out, being quiet and sticking to the shadows actually works. I even bumped into an enemy at one point in total darkness and didn't get spotted. That's the one time I had to shoot during the whole infiltration. I snuck in, got the PDA from the main building, and ran back up the stairs to the roof (behind the guy in the last screenshot), then hopped my way down from the roof and ran back to the Loner camp by the road to Darkscape.

yeah was about to ask about that as well, that stealth is a valid way to play, but how to do it?
and I'm guessing SoC is the same on that aspect
but from what it seems it need to be really dark, and pretty smart when approaching somewhere, otherwise the AI will spot you easily
noise also seems to be a big factor there, so the permanent crouch keybind is your friend
plus stealth take downs seem to work pretty good too

What are some recommended mods for Clear Sky?

fuck me up
fucking shat my pants

what should I upgrade for the SEVA suit
nightvision disables some other upgrade
same goes for armor, disables increased carrying capacity

what do

I always go carrying capacity first on any armor so I can start making more bank then night vision because you get a massive boost in night time fights.

Ooh, it'll get much worse later.

i want to fuck a bloodsucker

How do i make CoC harder without making it into misery or play on ironman mode?

I think the enemies can't see in the dark, so you need a way to make the nights dark with a weather mod. Walking or crouching seems to be quiet enough.

Hardcore AI Aim

I bet he hasn't even gotten snuck up on from behind in a firefight yet.

I was thinking more about stuff like Agroprom underground

well in
that was kinda what happened, and it seems autumn aurora does make nights a whole darker too
and btw, does that means it actually be darker inside buildings and cover than on outdoors while at night?

You will never play S.T.A.L.K.E.R. 2
And it's only chance of existing will be when the rights to it are bought up by a AAA studio, who will massively dumb it down for the masses and slap a 60$ pricetag on it because you are paying for cutscenes

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What do you mean?
Night's can be pretty bright as well if there's a fullmoon out.

haha I like this picture

Goddamn how many times hasnt i died because of bandits hiding behind some box waiting for me trying to advance. Scaring the shit out of me shooting with their makarovs from 1m away

Is there any major difference between AO and STCOP? Only used AO before and getting tired of the insane kickback on every gun.

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Has anyone played AA2 Secret Trails 2? I was thinking about trying it.

that's what I wanted to know, since I've actually played once
< because my vikings must strive!

My main question is that when you are undetected like that, do silencers work? Do you need to cap them in a single shot? Should i just drop to my lowest crouch and try and knife them?

Just play CoM it isn't hard or autistic, It just makes CoC feel a bit more like an actual game.

Yeah, you can stay undetected if you got a gun with a silencer on it if you kill them in one shot (usually a headshot is enough). You also have to keep in mind that if an enemy has head armour then you need a higher-powered weapon to kill them in one shot, doubly so for an enemy in an exoskeleton suit. Silencers also make your guns slightly weaker, but a friend of mine told me that a lot of times modders don't actually bother to make silencers affect a gun's power.

If you want my opinion, it's not really worth it since it's high risk low reward, if you just injure them or miss they automatically alert everyone nearby.

What about mine laying? Ive never used the butterfly mines, but I would assume that if you set it when undetected and someone walked on it well still undetected they would go into an alert mode. Or do they just go from unalerted to full "He's there!".

If it's just alert mode I could see sneaking through a base quickly to set some traps, then silence sniping people until you hit the one that doesn't get dropped. Then the whole base goes into flames as they look for you.

Mines should work as a great distraction in theory, enemies in STALKER don't get Serious Sam-tier AI where they automatically know your exact location at all times after they spot you, if you get out of sight they always check your last known location, similarly they can't see through bushes and only shoot through them if they think that you're behind a bush (usually after you shoot which makes your muzzle flash visible through the bush). The Arena is a good place to test how the AI works in sort of a microcosm, if you intentionally let yourself get spotted and then make your opponent lose sight of you they won't know your exact location for the rest of the fight, you can still just as easily sneak around the containers and flank them from either side or the back.

yeah, the AI in this game is really well done,
no magic cheating there, you can just a easy double back and try to flank them,
but at the same time, they're really good spoters and also know how to flank you

So it sounds like a couple mines, silencer, ap rounds, and nightvision can make for a decent raid.

This is probably my favorite part of the STALKER AI. Especially the way they can just silently sneak up behind you and shoot you in the ass. There's such a surprisingly low amount of games that actually has AI like this.

Alright, the mod is pretty and all (actually really revamped everything)
but I can't change into another area nor save my game… seems really unstable
and has some persistent hung ups from time to time
what do?

Tell me how it goes since I haven't used mines yet, if it works and distracts enemies so they only focus on one area it'll work wonders if the place has multiple entrances.

Did you install the patch that lets the game use more than 2GB?
Putting -noprefetch in the shortcut address line and avoiding filling your PDA with too many side quests will make the game alot more stable.
AA2.0 (not 2.1) Is stable if none of the above works

You didn't follow the installation instructions. You really, really need to do that with AA, perhaps more than any other mod.

Yeah, that's the price you have to pay for having a near perfect mod

Just fix these three things and its much better.

Does Call of Chernobyl have this by default or do I need to do it?

Fuck. I'm tired of just carrying an assault rifle with 400+ rounds of ammo but when I take close quarters gear I have Monolith or Zombified assholes shooting me through bushes from across the map, and if I keep everything as light as possible mutants kick my ass. I'm thinking of grabbing the suppressed .50 that Nimble sells and taking that along with a sidearm and a SR3 or P90.

Get armor with weight decrease and weight limit increase upgrades. Also get energy drinks if you're going light load for infinite sprint.

Oh I've already gone as far as I could with the outfit, I need the helmet for NVGs and I haven't found better weight artifacts yet.

This soothes my autism.

I forgot to add- the trader settings aren't that hard once you get the hang of it. Basically everything under supplies_start is the values on how much a trader sells, so if they are selling ammo_5.45x39_ap= 4, 0.47 it basically means that they can carry a maximum of 4 boxes of 5.45AP with a 47% chance of each box appearing in the inventory.

supplies_generic, my bad

how do i change the prices? i want to make CoC a bit harder, do i have to change every single item manually?

kek

They're too busy being fucked up on drugs

nietz… so turned the mod seem to not work properly on previous saved games
started a new just to be sure and doesn't seem to have any issues…

btw really liked the fine touches, like having slav speaking while leaving text in english
went to do the "clear mutants" quest, and fucking hell was nearly impossible to do since grass was to thick I could barely see the dogs,
and they also didn't want to stick around either

only thing I didn't quite get yet are some of the status, how to avoid radiation and play better stealth, pretty hard game

My setup that I cleared CoC with was simply juts an AK74-SU and an SVU.

Pretty sure it's only related to Shadow of Chernobyl.

Always carry a few bottles of vodka with you wherever you go.

yes

Duty pussies in heavy armor necessiate carrying more 9x39 AP than usual. And I like to travel light so I can dump the guns I snag on the nearest trader for sweet rubles.
By the way, what's it like sucking Military cock for scraps? I hear those dogs, boars and fleshes are rough on the road leading from Garbage, although we usually don't have time to read the latest news while dodging Monolith bullets on the Barrier.

Stealth is very easy at night, but the drawback is that unless you have night-vision you're just as shortsighted at night as everyone else.

for example that stash, near the passage to the Garbage
drink a bottle of vodka a run up to the stash as quick as possible
when out I still get max radiation burning (red symbol)
if I try another vodka something happens and health fucks up even more
medkits barely keep up with the draining, would have to use two of them which would basically make the stash not worth it
also those artifacts that help with radiation, life drains so fast that only seems to make it worse

Vodka makes you hungry, so it's possible that you can starve yourself to death by drinking too much. So always eat something when you drink.

What artifacts are you talking about? Thorn? IIRC those kinds of artifacts only decrease bleed resistance so they shouldn't just simply drain your health on their own. Are you sure that you aren't reading the artifact wrong and that it's actually irradiating you instead of absorbing radiation?

never played a stalker game before
what one should I play first?

fuck them both

Shadow of Chernobyl, play your first playthrough vanilla with just ZRP, ZRP is kind of like an unofficial patch.

Shadow of Chernobyl
Then Call of Pripyat

Clear sky is kind of eh, do not know what it was but it felt like crap. It is the DS2 of stalker

thanks alot lads i'll give it a go

I personally liked the faction wars in CS, but unfortunately it was a shitty mess that barely even worked.

Been playing Call of Chernobyl with every graphical mod available and it is fucking god-tier.

Two more
And no the HUD compass isn't broken. That's how the actual thing works in the mod.

Oh, so you're money hungry trash. Probably either a Jew or an Englishman.

ain't that a life lesson,

the artifact in question is that one that literally bleeds out radiation, it does cause bleeding, but I think it helped so little with the radiation that it only sped up my death
it does look like a thorn, a ball with several spikes

It shouldn't give bleed just by equipping it though, it just lowers your resistance. Either way there are other families of artifacts that absorb radiation as well, can't remember which ones specifically tho.

Mercenaries are objectively the best Faction.

Military and Duty literally BTFO

why else would you go to the zone hippie?

WHY?

< this fucking game

finally only way I could get it sanily was if I shot ahead a started shooting before bandits spread too close

Ya'll niggas don't even know the true best faction

Are you using Structures Redux? That wall looks pretty ugly.

Something you'll leaen bery quickly is that you should never rely on friendlies to carry you when fighting, and if it seems like that's the only way you can win then you need to git gud cyka. Whenever I get to that point I just sprint right to the end of the yard and throw a grenade or two at the group of bandits and take the rest out with my primary.


we all do user ;_;

Yup, I'm using almost every single graphical addon. The wall textures are actually god-tier. Probably looks bad in the screenshot because of the angle. Or perhaps they updated it with something better. I installed the mod almost 4 months ago

God damn! Just checked the addons again and there is a lot of new lovely stuff. paranoiia8 is going God's work. I only had the Nature/Structures Redux mod. Now we have much better ones. Will update the game soon

He should put all that shit into one pack, I can't be stuffed installing 8 separate addons that each replace one specific thing's textures.

Still waiting on that STALKER porn mod.

Not even ironically. Get that caner out of here

Your saves were corrupted because you didn't follow the installation instructions, specifically the last one. If you have more than 4-5 active quests, your saves will get corrupted.

Pretty solid advice for IRL tbqh fam

If this is SoC that is pointless requirement considering the final patch was for multiplayer only.
Also

this is acceptable for PC gamers lmao

I believe AA2 actually will CTD if you use it with 1.0005 despite there being no difference between 1.0005 and 1.0006 outside of MP.

Don't know about that. The devs recalled the 1.0006 patch because it caused so many new bugs, even in singleplayer.

Droplets, formed in burners. If you see fire take a look inside. They drop stam recovery but give you a minus 1 rad, slap a couple into your canisters and you may be good.

Man, I've decide to replay Shadow of Chernobyl because it's been years since I've last played it and it's the game from the series I have played the least (only like 2 vanilla playthroughs), and I had completely forgotten that artifacts are just literally lying on the side of the road.
I don't even know what to do with all the money.

Also, I think that sidequest with Skull and taking over the freedom base is bugged; I got tiered of having to babysit him so I just cleared the base on my own safe for that one sniper you have to kill for his side quest, and now I can't complete that one, It's stuck at "Return to Skull" but when I talk to him I only get the generic dialog options and no way to complete the sidequest.
Anyone know how to fix that?

bump

Kill Skull and friends, no more sidequest.

I really hate how AO3 is the only weapon mod with stats that are consistent and make sense when compared to eachother, It's biggest problem is how the damages are weak across the board, but are at least consistent.

OWR3 goes all over the place, the mp5 does more damage than all the 556 rifles.
-the SVD has waaay better handling than the SVU
-the deagle uses .45 yet has a huge damage increase
-among other things

STCOP has all of OWR3's problems and more.
-it has a deagle in it with a major damage increase over 45's and has the gull to say "this isn't 50ae cause 50ae is stupid, its in 45"

I want gunslinger to come out to replace OWR
and I want TAZ to come out to replace AO3 and STCOP

Heh.

Source?

where is the stalker related porn at?
surely there is some, being Slav and all

AO3 has some borderline retarded stuff too, like UMP's dealing better damage than some assault rifles.

I've been meaning to test it but I'l just ask here since its easier, does AO3 add a lot of weapons? I keep using basicly vanilla ones but I really hate that 1 out of 10 stalkers has the same ammo in use as I do, been thinking of removing it and starting an new game but I've never palyed without a gun mod up till now so I dont know if it actually added that many guns or rather ammo types compared to vanilla.

AO3 adds a shitton of weapons, so there's quite a bit of new ammo types too, I personally don't have that many problems with finding ammo, but that's probably because AO3 adds AK variants out the ass and I usually use an AK74. Personally I'd use STCOP, but that one doesn't have the Moist-Nugget

The Zone shall be with you forever, S.T.A.L.K.E.R.

Yeah the most ammo I'm seeing is 7.62x39 and 5.45x39, too bad I like using nato rifles.
Also holy fuck 9x19 coming out of my ears, had to take mp5 as a sidearm just so I wont get overloaded carrying over 400 9x19 ammo

Oh yeah I know what you mean, I like using the Makarov PB for that ultimate Spetsnaz experience (despite never playing as military, go figure) and I'm amazed at how it's hard to find 9x18 compared to 9x19

Most of the pistols they added are semi new glock's and shit that use either 9x19 or 40sw 45acp, I recall only 1-2 new pistols that use 9x18, those semi old ruskie ones.

I dunno about other weapon mods because I don't use them, but the other problem with AO3 is that it just gives weapons willy nilly to any faction, which is why it's easy to find ammo for AK variants/Glawkz, but hard for anything else. This is why you often see crap like the Ukrainian military casually using NATO weapons and the first time I played CoC I started as a Loner in rookie village, got a mission from either Wolf or Sidorovich to clear out the machine factory (the first thing you did in SoC) and the first guy I killed, some bitchboy bandit in a trenchcoat, dropped a fucking Vintorez.

Whelp. Guess I'll need to learn russian now.
Are the books any good though? Or is is just some fan fiction level novels?

Well, since most of them weren't translated..

>>>/fallout/

I notice they come up behind me a lot but is it just a quirk of the ai or do they really attempt to flank?

Yes, they do flanking, this is especially apparent in groups where they'll support each other while flanking

yep I'm also thinking about that, fucking love the way slav sounds
metro was pretty good too, plus dragon furry nerdy girls
but the main thing, is that apparently Russia is going to be the only real free country left

But STALKER was made in Ukraine.

Finally going to try Call of Chernobyl, other then the dmg boost mod, any other addons worth looking at?

Outfit Addon
Arsenal Overhaul (choose one)
DoctorX questlines
Warfare (only if you want a faction war, modify yourself the files to reduce the time to capture by yourself points and select in game a slow respawn rate so you dont get rich too fast)

Guess what? Most of names of factions is written in Russian. == Чистое небо ==? in ukrainian it would surely not be не==б==о

Disregard that, it was my mistake. In ukrainian it's also б.

I've always wondered why the games are Russian rather than Ukrainian

Bigger market and basically all Ukrainians can understand Russian anyway.

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I know it has been posted before, but I am just starting Shadow of Chernobyl and I want to know what mods would make the best of a first time playthough.
I do love the game so far, the atmosphere really draws me in.

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Don't use mods for a first playthrough except patches to remove game-breaking bugs.
Get the original experience and then experiment with mods.

Sorry for the late reply but thanks for the recommendations, this mod is fun as fuck.

Any recommended edits for the warfare mod? or dive in first then fix it?

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Maybe you need to play the games while sleeping.

It will but you'd be long dead.

why does this always happens from time to time on v?

It's not deleted, it's just grabing an outdated cache.

So far I've topped my longest ironman living time of 4 days. Coupled with the fact that I took a page out of a freedomer's handbook that posted here a while ago and decided to spend most of my time traveling light(under 20.0 most of the time lets me sprint for ages) and this is the best fun I've had in awhile.

Whoops, should pay more attention in iron man games.

Does anyone have any fun and recommended playthroughs that you can do in CoC?
Don't mind whether it's ironmeme or not.

Finally, after many years, I've finished CS. I had to install AO with the SRP merge, because every time I tried to play it unmodded it was so boring and frustrating that I ended up leaving it half game and going back to SOC or COP.

The last part of the game was a fucking nightmare, and the ending is not all that satisfying. I don't know if there are any mods that can improve that last segment, it feels so rushed out and tedious.

Has anyone else tried out that Artifact Hunter mod for CoC? It's a mod that adds loads more artifacts and rebalances previous artifacts to be more like the effects you see in SoC as well as featuring artifact transmutation. I've figured out how to add artifacts to the artifact transmutation menu for creating stronger artifacts, but they also mentioned "researching artifacts." Does anyone know what they mean by that or is that just fluff? I get tired of killing niggers until you collect enough consumable flash drives for the recipes really quickly.

Cool, I'm doing that now. Thanks for the advice.

Yeah I've tried it and so far I really like the mod. But for some reason I always get CTD'd whenever I try to use a flash drive or if I talk to Sakhorov about transmutations, I have no idea why that is or how to fix it. Other than that it works pretty much fine.

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I gotta say, even though everyone hates you and you don't have any of the benefits Monolith has, playing as Bandits is really fun

That's the experience most people have user.

Try and complete Dr X's questlines story mode using only guns from before 1970, that's fairly entertaining.

Look up SRP, it fixes 99% of the bugs.

Personally I went with AO+SRP when I first played clear sky, but for first time stalkan I recommend SRP only.

you mean ZRP, zone reclamation project right?

So iron sighted M16 and gen 1 (maybe 2) NVG? I don't exactly see the problem.

Should I play CoC vanilla on my first time or get some mods from the get go?

COCK is a mod user. Do you mean CoP (call of pripyat)?

No, I'm sorry , I meant addons for CoC.

It's good for headshots but I was fucking mad when I shot a regular bandit wearing sweatsuit and leather jacket twice and he survived only for him to fire back with his mp5 and take out half of my health while I'm wearing a fully upgraded exo.
Shits just wrong.
Tiehesi täältä stalker

Yeah, cock by itself kind of feels barren without a bunch of added shit.

Here is what I have, just make sure to merge shit properly.


DRXCoCDynamicAnomalies1.3
moddb.com/mods/call-of-chernobyl/addons/doctorx-dynamic-anomalies-coc-1422

DRXCoCDynamicFactionRelations1.8
moddb.com/mods/call-of-chernobyl/addons/doctorx-dynamic-faction-relations

DRXCoCFactionRelations1.6
moddb.com/mods/call-of-chernobyl/addons/doctorx-faction-relations

DRXCoCQuestlines1.25
moddb.com/mods/call-of-chernobyl/addons/doctorx-questlines

Outfit_Addon_1.4.7
moddb.com/mods/call-of-chernobyl/addons/outfit-addon-coc

STCoP_Weapon_Pack_2.8_v5
moddb.com/mods/call-of-chernobyl/addons/stcop-weapon-pack

warfare-1.4.22-2
moddb.com/mods/call-of-chernobyl/addons/warfare

There is also
Smurths_Dynamic_Hud_for_CoCv.3.2.2.8
moddb.com/mods/call-of-chernobyl/addons/smurths-dynamic-hudv2151410aoowrstcopoa

But I had fucky issues with it

Absolutely every time I play as bandit they make friends with everyone within the first hour of gameplay.
Shit is getting really annoying.

Should say to ignore warfare considering the game becomes a clusterfuck in less than 30 minutes.

I was downloading Arsenal Overhaul 3.1, should I ditch that and get STCoP_Weapon_Pack_2.8_v5?

STCoP is super milsim version of the guns. Including walls of text explaining their real history and use. Also guns are more powerful.

AO is apparently more "fun" due to throwing in a shitton of weapons. Unsure but have heard balancing on some of the guns is fucky.

Non armor piercing ammo does fuck all for damage in AO. I needed to land like 5 shots of my 50.cal sniper to even kill some shitty bandit in a leather trenchcoat.

Having personally read about 12-14 books, there is some trash, but also some great books. The tone can vary from lighthearted and ironic, to full on hopeless and grimdark. Authors often obviously take liberties with locations (such as the Brain Scorcher being in the middle of a giant flat area with ground literally scorched to cinders in one of the books) and sometimes even the in-universe characters (Doc, or Swamp Doctor as he is often referred to, is a recurring character in most books), but really, it's a joy to read - you get this same sense of adventure as when reading greentext stories here in stalker generals, except backed by a larger vocabulary and additional lore.

I'd say, if you can russkie, definitely worth exploring the series.

I know what you mean, body shots do barely any damage… if it's the player shooting the enemy. However, I wear a fully upgraded heavy Duty armour that I got as a reward and that armoured helmet which I fully upgraded, but I can get destroyed with one burst from a fucking CZ Škorpion. I dunno if it's AO or if damage is fucked in CoC in general. Headshots can do one hit kills no problem (thank fuck). I'd switch to STCOP, but they don't have the Moist Nugget
painu vittuun saatanan haiseva neekeri :DDDD


I play without DoctorX's faction relations so I don't run into that problem

What's your loadout stalkers? What guns do you find yourself using most of the time? What do you hold in your pack as a back up?

Last playthrough I was using a scoped/silenced/grenade barrel AC-96/2 for long to medium range, a Viper 5 silenced for med/short/interiors, and carried a loaded RPG for oh shit moments.

I like to start with a shotgun for the first while and for hunting mutants.

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Sneeki breeki

Can anybody explain to me that EAD audio option in the menu
literally nothing on google

Misspelled? The original is EAX, environmental audio exensions.

Has anyone played that multiplayer stalker esque game. Next Day.

It's made by russians as well. While it is also early access it seems to have more going for it and the goals arent as extravagant.
Also you can sit around a campfire and share war stories while listening to guitar. It's pretty comfy.

store.steampowered.com/app/519190/Next_Day_Survival/

Though it's probably best to wait till the game is released. I'm hoping it goes the way of "The forest" The devs of that game actually got shit done and it's nearing completion.

It's certainly lacking but so far it's pretty barren in terms of content. You have quests, at least. But there's russians. Also the AI can go retard mode and start shooting you all of a sudden for doing nothing.

Looks pretty bad honestly, like a run of the mill open world survival game but with slav jank. They straight up copied some areas from STALKER too. There's a crashed helicopter like in CoP, and the big warehouse like in the garbage.

I'd like them to do something different at the very least. A different setting with a similar atmosphere, maybe new sorts of mutants. Just something. This looks like a cheap copy of STALKER minus the sci-fi shit with multiplayer slapped onto it.

I think I missed a thread but has that guy that mention reading a chapter of one of the stalker books still around? Is he working on that or no?

how do you stealth in this game?

seem like pretty obvious Stalker clone into MMO bait to honest
having a stalker alike online game seem pretty good, but really hard to implement something of quality and fun with the setting
in the end this will be just another survival mmo imo,which for the genre there are already much better titles
speaking of which , doesn't Holla Forums arrange some groups to play 7 days to die?

It was " The Doomed City" by Boris and Arkady Strugatsky. I recorded the first chapter took 2 hours) but I forgot to unplug my shitty webcam and the audio from that is what got picked up. I have tomorrow off, I promise to get it then. Vocaroo for the post right?

Edit m_stalker and unfuck the ridiculous NPC vision settings.

Vacaroo is fine man. I'm not trying to rush you or anything, I was just wondering if you already did it or not.

I've seen this exact post at least 3 times in various stalker generals.

Only played SoC, so it's only for that one game:

I usually get the Tunder 5.45 early on by farming cordon then quickloading to get it to pop up in Sidorovich's item list.

After that gun becomes obsolete the only thing that really works on master difficulty is headshots and nadespam, so I go for the Sniper TRs with a rail-mounted grenade launcher and a Bulldog 6 for when I'm sick of dealing with a bunch of high-damage head-peaking assmonkies and I go into "fuck your shit" mode. Big ben is my secondary because it's the only pistol that has any hope of geting through lategame armor to make the enemy flinch so I can manage a close-in headshot.

I'll also keep the Threaded SPSA for mutants, snorks especially because I have a hard time headshotting them with the off-centered head hitbox, low profile, and their movement patters. Doesn't hurt that it feels great to pump mutants full of buckshot though.

Dude, all I ever play as is my slav boy's, fuck anyone else, I force people into a cease fire with us, by gunning my way into there base and killing every mother fucker in there.

Mother fuckers want a war, all give you one, have small ragtag group of guys with me, I know their going to die, but I wont. Kill every freedom and duty faggot I can psychically can find. One man Slav machine.

I have a question about modding COC. I threw some mods into the folder but it seems that not all of the ones that go into the gamedata folder work. The ones I know that don't work involve a new location such as gamedata/scripts and gamadata/configs/misc/trade (Azazel_Mode_Fix.4 and maybe DRXCoCDynamicFactionRelations1.8, and TradersBuyDamageSTCOP_IS_OA for the folders respectfully)
Should I have clicked on something inside the in-game options menu or something? Or have I installed them wrong?

are you serious about this¿?
then how should I go about it? and what to change to?

Playing as the Mercs in Call of Chernobyl is the kinda the easiest option but at the same time the most badass one.


The only negative is the fact that their main base is located in Dead City. Without a fast-travel mod, it takes a huge amount of time and risk to travel around.

I found sks suprisigly good, with the scope its really good at headshotting from pretty far and I've never had to buy ammo.

I dunno, you've got a short trip to bar to trade if you need and yantar isnt that far away either for all your "yeah science bitch!" needs.
I just wish you could get friendly status with the "trader" faction or loners by doing quests, I'm pretty sure you cant since I've done like 30 quests and I'm still considered neutral by loners.

can anybody else confirm on this?
is it common practice to reduce sighting on stalker AI to make them more real?
right now playing with autumn aurora, and they are some smart mother fuckers, always spotting me first, and even better than friendly AI

Shit I forgot that Duty is also enemies. I haven't played for quite some time.
The Bar is a no-go zone. Infested to the core with hundreds of Duty stalkers that will shoot at you immediately. Thankfully you don't even need to go there though. The shortcuts are pretty much always next to the starting points.

...

the world didn't end?

Bandits are shit-tier desu
The only ones who are worse are the Monolith and Freedom.
Fuck, I hate the hippies more than anyone. It literally feels like playing like an autist who can't into common sense. Even the braindead Monolith are objectively smarter than the freecucks

When i installed the dynamic faction relations I went into the folder called gamedata, copied it, then pasted it not directly into the coc gamedata, but above it, where the app is. it seemed to merge just fine with the usual stuff.

Don't know if that helps but it sounded like yoy were copying "DRXCoCDynamicFactionRelations1.8" and not the gamedata directly.

No, I merged the gamedata folders but still some things aren't working correctly. Nearly all of my mods work but I've just noticed those don't.
Do any new folders created get noticed by the game as content automatically? When I extracted the COC game, there wasn't a script folder inside the gamedata folder originally but many mods have created the folder to use; and I've just noticed that some mods that use that new folder don't work correctly. Or maybe I
m just not noticing it work or I'm thicking it should work differently

My browser crashed. I just thought of that. New proxy.

Sounds like someone needs an intro to stealth, so here is what I have learned.

1. Sight: First thing to understand sight is to understand what breaks it. Any solid object can block view, if you think they can see you through it(say, a fence with missing planks) they probably can. So things like solid walls, doors and the like. But that's the obvious stuff, the not so obvious is things like bushes, reeds and the dark. NPC's won't walk through bushes, and they can't see through them. A line of bushes can make great cover to fall into, then move down the line to a better place to quietly fall back/flank them/sneak off.

2. Light: The enemy. Lowlight is still dangerous, you want the pitch darkness if you want to be able to stand in "plain view" and remain unseen. When you need to cross a patch of brighter light, make sure you have a visual blocker between you and the enemy. In fact, there should always be a blocker between the two of you as long as you aren't prepping a shot.

3. Noise: Eating and drinking I can confirm make noise. Possibly also switching weapons. These are other stalkers in the zone, any noise can be the last thing heard. When they hear you, they assume hostiles, and they will shoot/flank/assault that position. This can actually play to your advantage if you have a space with multiple visual blockages. Make a noise somewhere and counter flank. Movement is also incredibly important. From what I understand, default shift is always walk, when walking you make no sound(gameplay wise). Crouch on the other hand may make noise(don't quote me on that, I use a hud mod so I don't know that part for sure) This turns your crouch into your "get out of view" button, and walk your "move silently" button with both together becoming necessary whenever you get close to someone.

To summarize this all, before going sneeki breeki, take care of rads, eat some food, pick your weapon, load it with ammo relative to the enemies you are facing. Keep low, keep dark, keep out of sight. If spotted break sight, drop a mine where you broke it if you're feeling frisky, set up a counter flank or move to a reset position, once again out of sight and making as little noise as possible as you move.

Anything added the gamedata folder overrides it's corresponding files in the database folder. That's more or less how the game sees it.

I did that in AA2.1 a while back, along with porting over my milsim-esque damage profile from my STCoP damage fix that gets posted around here, so it plays more like ARMA or Operation Flashpoint with mutants and anomalies.

I could post it if you want, but it would serve you to learn how the RayTrace vision function works and what each setting does, so you could tweak it to your highly specific tastes.

I know how to stealth, I'm not a noob
but the thing is that in AA2 the AI has super powers, it can see you far away through the flora,
I understand the AI seeing me when I see it, but when I don't see it then its bullshit,
up until now there was not a case where I spotted the AI before it spotted me, and only now in agropom I'm noticing how bullshit that is
even further, I've managed to sneak by up till third floor in agropom where there are two guards patrolling, I can't sneak behind them 1 meter without them turning 180 headshoting me no scope


this here what I'm talking about
the only other resource I found for reference: moddb.com/mods/lurk/forum/thread/changing-the-ais-viewhear-distance
posting the file would be good, but mostly I only to know which settings influence what, like them noticing me sneak behind them no matter what

I never got the chance to play stalker multiplayer.
I don't think I missed anything

so here are some sections of the config file which may be relevant,
and since I'm in the agropom I think were talking about m_army and not actually stalker
;-------VISIBILITY----------------------------------------------------eye_fov = 140 eye_range = 90 min_view_distance_danger = 0.2 max_view_distance_danger = 1.0 min_view_distance_free = 0.1 max_view_distance_free = 0.8 visibility_threshold = 20.0 always_visible_distance_danger = 0.3always_visible_distance_free = 0.2time_quant = 0.1decrease_value = 0.1 velocity_factor = 0.5transparency_threshold = 0.25;---------------------------------------------------------------------ignore_monster_threshold = 0.0 ;0.6 ;0.8max_ignore_distance = 15.0CrouchFactor = 0.33WalkFactor = 1.3 ;2.15WalkBackFactor = 1.2 ;2.15RunFactor = 5.0RunBackFactor = 1.5WalkFreeFactor = 1.25 ;1.00RunFreeFactor = 2.5PanicFactor = 6.5DamagedWalkFactor = 0.75DamagedRunFactor = 1.4DamagedWalkFreeFactor = 0.6DamagedRunFreeFactor = 0DamagedPanicFactor = 1.9sound_threshold = 0.05self_sound_factor = 1.0 ;1.0

there seems to be some comments in russian describing a few of the settings, but it doesn't help that notepad is shit and my windows is in nip locale

So, I tried to raid the duty again but all I had was a glock so at first I didn't think it would've worked out so well.

The glock could 1 hit kill headshot any duty member no matter the armor they had.

After the genocide I decided to put all of my feelings and experience of the situation into a single picture.

Why are you getting so close? Why are you making so much noise?

That's how SoC works as well. In fact, the vision settings in m_stalker for both vanilla SoC and AA2.1 are identical. Extract the files yourself and run a comparison with notepad++ and you'll see that all of the relevant shit is identical.

Every NPC has a cone of vision (eye_fov). If you're inside that cone, it's going to try and draw a line from the NPC's face to you. This is an all-or-nothing deal, as it's either being 100% blocked, or it's 100% on you, and the only thing that 100% blocks it is hard terrain. Bushes/fences/tall grass have a transparency value, and thus are controlled by transparency_threshold. What that means is that if the transparent object falls below their transparency threshold, they offer zero cover when it comes to blocking that line. When that line is on you, a bar is being filled up, and when it's completely full, the NPC has fully detected you.

Now there's a variety of factors that contribute to how fast that bar fills up. Lighting (luminocity_factor), if you're moving (velocity_factor), and how far away you are (eye_range), and there's some math involved, but that doesn't really matter. It's also important to note that enemies have separate detection values for their "danger" state, so a bush that was 100% blocking the vision before while they were passive is going to be treated as if it wasn't there anymore with the default settings. There's also sound detection, but that's another beast entirely and I really don't feel like doing an entire write-up on that right now since it's so inconsistent between mods with the sound levels that you'd need to manually adjust with SAVanT.

Give mega.nz/#!FUslGLxA!-PDqdHG5r-eiqmyby4ygpgozK66Q9kyB3_VcpECjP-8 a try for a couple hours, and see if that gameplay isn't more to your liking. You'll kill enemies about as fast as they kill you, and if you're in complete darkness, and stay really fucking quiet (also never save and load near enemies, or they're going to detect you as soon as you load), you shouldn't have any problem with people sniping you through bushes and shit at night.

Your kidding right? I do that pretty much after I get some good gear.

I'm trying to knife them, which is also bullshit knife range is like kissing their foreheads, inb4 silenced pistol, this doesn't seem to do shit, even hitting headshot
and just to be sure here, I'm crouching AND sneaking


I'm willing to give this a try, whats the setting related to the issue above though?
how can I re-check vanilla values though? seems that the mod replaces stock files, so I would need to re-install base game (?)

here I ask
they've said…. every goddamn time…

Did you kill the scientist at the end, or basiclly let the whole zone implode? At the end of shadow. I killed them, because no fucking way am I going to let the same retards who started the problem try and "Fix it"

Here's everything that was changed. Left = Tweaked, Right = AA2.1 Vanilla.

Starting with the Vision settings, we've got always_visible_distance. This is the distance where if you're in their field of view, unless there is hard terrain obstructing that vision line, you will be instantly detected regardless of other factors. This is lowered from 0.1 (in "free") and 0.4 (in "danger") to 0.001, functionally disabling it. This setting is partly responsible for close-quarters stealth feeling really terrible, even when it's pitch black, since it overrides other settings.

Next we have luminocity_factor, which is in short, how the ambient light level impacts how fast that bar fills up when you're in their field of view. The larger the number, the more that detection bar is slowed as light level decreases. I tested this shit for hours, and found that 1.15 appeared to be the sweet spot where you could reliably close in on enemies in heavy darkness by moving from cover to cover, instead of needing to completely break line of sight the entire time. After that there's transparency_threshold, which governs if bushes and other transparent objects actually block that line or not (note: grass will always be ignored by NPCs for vision checks, as it lacks whatever base transparency value bushes/trees/fences have). The least important change is min_view_distance, which is just a multiplier on eye_range.

Finally we're on the highbox multipliers, and this goes for all human NPCs, both friendlies and enemies. This is all very self-explanatory. 0.5 = 50% damage, 1.0 = 100% damage, 2.0 = 200% damage, etc. Damage to extremities is slightly nerfed, center-mass hits are moderately buffed, headshots are lethal.

I actually never thought of doing that, I sometimes spawn in Dead City and help my bandit bros take out the Mercs.

That is nice image there. Good job stalker

Indeed, why haven't you silenced your rifle user?

No, you shouldn't need to.

The issues you haven now have nothing to do with AA2 specifically tho, since it's the exact same configuration that vanilla uses.

silencing an AK47?


I still don't entirely believe that, I'm not only who had issues either
reddit.com/r/stalker/comments/3p4ocs/enemy_ai_too_smart_in_autumn_aurora_21/


how can I check/revert vanilla without reinstalling?

My favorite set up is a silenced and scoped AK74 -SU, works for pretty much anything you'd encounter plus it's the canon stalker weapon :^)

Isn't that what the other user has been telling you tho? Either way seems like his fix would solve your issues. Stealth has always been pretty fucking iffy in S.T.A.L.K.E.R. vanilla or not, so I've learnt just to not bother with it. You can still hide and flank them as the AI are trying to close in to on your last known position, that seems to work pretty well imo.
Also, the knife is pretty fucking shit, seems like it's range is so short that it doesn't reach the enemy even if you're standing right next to them. Also, the game treats the knife just like it treats other weapons/guns the only difference is that it has extremely limited range, so I wonder if the game treats a knife attack the same way as a unsilenced pistol/rifle shot, wouldn't surprise me if it did.
Just get a silencer if you wanna stealth it up.

You see, things that you put in to the gamedata folder doesn't overwrite, it overrides (it's a big difference) the corresponding files in the database folder. So if you want to check the vanilla values you need to extract the content of that folder. Luckily for you there's a link to the unpacked gamedata in the op.

ohhhh I see, I didn't check the game folder before installing the mod so I had no idea how it was in the first place

yeah, its so fucking bad, it does kill them when it finally hits though, its a question of whether he manages to no scope you before hitting them


I've just assumed to silencer attachment didn't fit the bigger rifles,

There are several things to remember about the way STALKER handles audio and stealth regarding it. First, STALKER uses the .ogg format for sound files. The file header is actually incredibly important. It stores information about how loud the game considers the sound, minimum and maximum range of hearing it for both the player and AI, and a few other less important things. Thus, if you want to tweak sound-based stealth, fucking around with ltx files is not enough, you have to edit audio file headers.

Second, the reason for saving/loading while stealthing is a bad idea, is twofold. The AI resets its tasks upon load, which easily fucks up its routine. What's worse is, loading the game holsters/unholsters your weapon, and that is very audible to NPCs. Short range, yes, but enough to alert them.

Finally, knife impact, death screams and I think even the body falling all can alert NPCs. I'd say that those need to be tweaked to make it possible to, say, knife the fuck out of a faction base, where NPCs are often closer than 5m from one another.

Also, it's very easy to increase knife range in its config file.

IIRC specific weapons need specific silencers.

Yeah, it probably does a hell of a lot more noise in the AIs ears than what it seems as well. So that's probably why knife attacks seem to alert more AIs that what it "should". I really wouldn't rely on it for stealth kills. The knife really only exists for smashing open boxes and stuff.

Fucking wew. I guess the zone wants Kruglov dead pretty bad.

noob here, can someone give me a quick rundown on what STALKER game I should play first, if there is a first.

I've always been curious to play STALKER, I know nothing about it except that it's hard as fuck and I should start with hard difficulty.

Shadow of Chernobyl, with Zone Reclamation Project mod for bugfixes.

Autumn Aurora 2 if you wanna play vanilla but better

Thanks, I'll download it tonight, before GoT. Any tips for a noob?

Everytime I see a STALKER gameplay, people are always shitting themselves behind trees.

Like, the game is very realistic :D


Thanks, I will give it a try!

ShoC with ZRP for bugfixes.

Stalker isn't "hard as fuck", it's just that the game is often quirky from a technical perspective and progression in the game relies much, much more on you gitting gud than it does on loot. Once you get some experience under your belt you can complete the entire game with basic bitch armor and an AK if you want - but doing that will still be a challenge compared to completing the game with an exoskeleton and a Groza.

Thank dood, godbless

Justin Timberlake is a total SAVAGE

Is there a mod chart for CoC? I assume CoP mods don't work with CoC, right?

sounds about right,
start with shadow of chernobyl, find the autumn aurora mod 2.1
you will thank me later!

the thing is I'm trying to stealth take down 20 guys in close proximity as goddamn vampire, that would be unrealistic as fuck
in case you boys didn't notice already from countless times I've wrote it:
YOU CANT TAKE DOWN SINGLE GUY BY SNEAKING BEHIND HIM WITH KNIFE
because will automatically turn around if you approach less than a meter, sum that knife needs you to be ridiculously close to hit, then its highly likely he will shot you in the head first
pistols are another thing, you can't kill someone with a headshot even if pointblank

I hate this meme. AA2 changes a shitload, both balance, weapons, items etc. People shitting on complete and then recommending aa2 for first playthrough are literally retarded.

That's why it's vanilla but better.
also, I don't really get the autistic hate for complete


I guess it depends on what pistol, iirc most pistols can indeed kill npc stalkers with one headshot. Still tho, just put a silencer on your main rifle if the pistol is too weak.

I've been distracted doing a (((Merchant))) run in Morrowind. It was fun until the money stopped being useful.

Mods fix it.


pastebin.com/6AtetpMM

...

slow respawn?
If you go into Jupiter you battle Monolith with shit like Gauss Rifles, PKM's etc and I was out there getting a Veles Detector quickly. Ended up running out of ammo because of how many Monolith I killed.

Does changing the pace of the ingame time affect shit like spawns etc?

Not really, CoCk is considered a mod by itself.
The only mods/addons you really need are:


That's more or less the basic stuff that you'd need to make CoC a great experience. You can just add more stuff to the list to your taste, as long as it doesn't conflict with the other mods it should be fine.

moddb.com/mods/call-of-chernobyl/downloads/beta-call-of-chernobyl-15-r1

Doesn't seem too bad.

those are exactly the same values from the mega you posted earlier right?
I'm not sure I think you've missed something here, it seems that military are different classes of creatures in their own files
also, I think critical damages are already taken into account, I think its just a matter of understand what the values for default means

hory shiet

Any good configs for Warfare for CoC? im looking for constant warfare from all factions and quick spawning all around.

Its getting boring spearheading the factions capping.

Yes.
Nope. That covers human NPCs, as they use m_stalker as the base. Modifying m_army and m_bandit/etc is not necessary. You can test this yourself in seconds.

It's nothing like vanilla, that's the problem.

so what are the effects if editing both files?

anyway, I've ended up doing small modifications (to the visibility, not the damages though), and somehow really manage to get better results, not sure if directly related to the changes though

for one, I really managed to sneak in the agropom institute without alerting anyone,
it seems though that holding slow walk without actually crouching, is even quieter than crouching + slow
with the pistol I was able to finish suspecting army fella before they completely unload on me
there is where I think the config made a difference, since they weren't able to immediately detect me, I don't know if I went too far though

after clearing the third floor I was able to snipe the guard towers from the roof
and then make a sneaky break from the behind where there aren't as many guards outside
still I did die a lot, so I don't think they are blind at all, but just a better chance at me noticing them before they notice me

Do any of the space anomalies in CoC still work? I didn't know what they were initially as I haven't played CS. But I tried jumping into the one at the Cordon bridge and nothing happened.

and btw a couple of last things I'm wondering
how did you make that diff between two files with notepad++?
and how would go increasing the knife's range? I've looked the file but have no idea which setting it is

Wait until the mil base respawns, save, and then sneak through it a few times to test your settings to make sure they're exactly where you want them. There's all kinds of little things to verify, like stepping out into an area where you think you SHOULD be detected by someone looking in your direction, and seeing how fast they enter their danger sate, etc. After you've got it perfectly in alignment with your tastes, make sure you back it up for later playthroughs, and perhaps make yourself a readme of what you changed, so if you go back at a later date to mess with the settings, you know what you changed and have a refresher on what does what.

Being able to tweak shit to my exact liking is one of the reasons I've poured hundreds upon hundreds of hours into the series.


The ones in Limansk on that linear path should port you back as intended, but I don't think the others are functional.

For the Compare plugin, Alt+P > Plugin Manager > Download the Compare plugin > Open the two files you want to compare > Ctrl+Alt+C

For the knife, you're looking at line 77, fire_distance, which is the range in meters starting from the center of your character's body.

I got the same issue. No clue how to fix it though.

Yeah, the mod works absolutely fine otherwise so I just ignore that one part of it more or less.

Is the knife the only hitscan weapon in the game?

Hilariously, it's not even hitscan. It shoots an invisible bullet at 1000 meters/second with a range of 1.4 (vanilla SoC) to 1.8 (AA2.1) meters.

Do you reckon more features from CoM/Misery are going to be ported over to CoC? They just added cooking but the lack of variety in items in CoC is kind of disappointing, you have three kinds of food, bandages, medkits, medicine and that's basically it for non-combat items and artifacts.

In CoM there are loads of miscellaneous items, some are pretty much worthless but others have value like a jar of pulled gold teeth, others can be used to boost the efficacy of weapon and outfit repair kits like steel wool, repair kits are great too for long trips into the zone or if you're playing Monolith/Bandits and often don't have access to technicians. There's also non-artifact items for artifact slots like Kevlar/Steel plates for protection, a Camelbak to boost stamina recovery, etc. You can also get special artefact container items that mitigate artefact radiation to a certain degree that you put artefacts in to equip them. Heck there are 10 or so tobacco/cigarette variants and god knows how many types of food, which range from crap that hurts you a little despite filling you up like old meat and mutant flesh, to normal food that is healthy but impractical for long trips, to military rations which have a great weight to calorie ratio so are good for long trips. All these things add a lot of flavour and variety to the game, any time I poke around in CoC it feels so bland.

moddb.com/mods/call-of-chernobyl/addons/itemsoup-stcop2807v4-coc1416

Fukken wew.
I imagined it was probably something ridiculous like that.

For the guy having trouble with the knife, you can also reduce the invisible box around NPC's so you can get closer to them, also helps if they're blocking a doorway or something.
Pretty sure its at gamedata\configs\creatures\actor.ltx on line #49

Do you have an A-life mod installed? I do and I heard it can mess with the scripts a bit. I dunno if it's the cause of the problem though.

Two things user:
1. Stealth isn't really viable in that specific base in Agropom, the location where stealth really clicked for me is the bandit base in Dark Valley (take a suppressed AK and go through the tunnels when given an option, remember that if you get caught you can just take down the man who got you and displace since fags will just shoot where you were).
2. Going commando is probably not effective against mutants unless you're a freedumber and don't want to waste any time when you spot the Bloodsucker.

Did someone say ALIFE MOD?

webm wizard here. If I get the lossless source of that assuming the guy who made it is still around and has it, I'll make a webm that's as good as it gets.

Yes I have the full A-life installed. I guess it might be some conflict if they both mess with scripts.
It's either that or smurths dynamic hud mud, since that mod also touches scripts.

"full-alife" is just a single line flipped from true to false in _g.script as shown in so that's something you could easily do yourself if you're using another mod that alters _g.script in some way.

you can't improve on perfect

I'm using the Living Zone version, pretty that one is supposed to change more stuff than just enabling A-life.
Most likely I think it's Smurths hud mod that clashes with the Artifact Hunter mod, since it always seem to crash whenever you try to do anything regarding the artifact transmutation. It's supposed to open up a new menu and that's where I think it clashes.

Here's all of the changes that makes:

-In _g.script : DEACTIVATE_SIM_ON_NON_LINKED_LEVELS = true is changed to false. This stops NPCs from being put into stasis when you aren't on an adjacent map.
-In xr_combat_ignore.script : Five lines below –"bar_mutant_exile_zone" are deleted. This removes the 5 neutral areas that would not be selected by squads to attack.
-In simulation_objects_props.ltx : Haphazardly throws a ton of random npc spawns on each list.

At a glance, the only thing I see conflicting with the Artifact Hunter mod is _g.script, as the SAH version has several extra lines at the end. Use that one instead and just change DEACTIVATE_SIM_ON_NON_LINKED_LEVELS to false for a proper merge.

Alright, I'll give that a try. how do I edit .script files? Just regular notepad?

I would use notepad++, but yes, regular notepad should be fine.

You don't think Smurht's Dynamic Hud mod might clash as well?

SAH and Smurth's don't touch any of the same files, so they should be fine.

freedom of duty? that's the question


salsa on that ass

Alright, seems like SAH works now. Thanks a bunch user.

Now I just need to figure out how the artifact cooking/transmutation actually works

a3e82c04eb79c4740618e6a12a3220020554498e

fuck me, thought of it as a hunch and immediately picked up

All you need it the faction mod so you can keep your territories. The game turns into a linear on rails experience post-bridge so just play it, get bored with factions, beat it, move on to the better games.

That's hopefully fixed it for me as well. I've got a separate issue too though. I'm running it with Doctorx's quest mod which has replaced the dialogue for Sakhorov. I can find where the dialogues exist but I dunno how to tie these text strings to the dialogue box in question though, or how to tie them to functions. I'm assuming there's a file which ties the functions in the .script files to the strings in the dialogs.xml files but I'll be damned if I know where that is.

(checked)

What the fuck is that thing?

its what happens to you when you get a crunchy peanut buttery backwoods addiction

Nekkid burer?

I've fixed it! All I did was take the three dialog lines that appear in character_desc_yantar.xml for SAH and put them in the list for the file of the same name that DoctorX has.

I've also figured out how this research/transmutation system works. Basically the artifacts on the right hand side of the UI are researchable, and the artifacts on the bottom are the ones you have. Click an artifact on the right and then click "result" to research it. When the bar fills up you can click the USB drive icon to find the recipe for the artifact you researched (I think it's a superior version but I'm not sure) and you take back the researched artifact from the top left corner. When you have the artifacts you want to use in a recipe, you can put them in the 3-5 slots in the middle and click result. If the recipe doesn't exist it'll just eat the artifacts though, so be careful.

Is there any good fix for the fucked damage that AO has?

Yeah I noticed that when I was messing around with it. Guess you better make sure to save before artifact cooking.

WARFIGHTER mod makes damage pretty damn tolerable with AO

I tried it, but for some reason it didn't feel like it made much of a difference to me

I think the most noticeable difference is in bleeding mechanics. Headshots are almost always instakills still, torso shots are iffy, BUT if you perf someone with a few 5.56 that are just wounding shots they'll double over pretty soon afterward.

I think it's a pretty realistic middle ground considering how most people are wearing some armor.

I played with it for a little bit and I remember bandit leather armor still being able to pretty much halt any 50.cal shots from a sniper rifle. It still took like 4-5 body shots to actually down them while they can kill you with no effort at all. And that's where I dropped it, I still really enjoyed the huge verity and selection of guns that it offers and that's why I wanna use it again if I could make it actually functional.

In hindsight I get the feeling that AO might be balanced around novice or stalker difficulties rather than veteran or master.

That could be. I play AO with WARFIGHTER on master and find it to be very acceptable. There is a damage modifier addon that works with iAO somewhere.

Use mega.nz/#!FENTRajQ!cGzv8PPVzJ9M2gnHS-ajIdQYHMTunm1LC8MszDL3iQw but if you use the increased NPC accuracy profile, don't copy over weapon.ltx as that's only for STCoP.


Warfighter is makes some frankly disgusting, gamebreaking changes, and isn't just a "damage fix". Would not recommend under any circumstance.

Please do elaborate.

Completely disables the player's hit_probability bonus on Master which makes enemy shotguns significantly stronger than any other weapon type, regardless of the armor you're wearing, which is retarded as fuck since even soft armor 100% defeats #00 shot, and then completely shits up damages.ltx which also modifies the damage the player takes. By default, the player has a 1.0 damage multiplier in on all hitboxes due to how NPC aim works, and this is the same in SoC, CS, and CoP. Warfighter makes both you AND npcs take more damage, which is stupid as fuck since you already took more damage than they did outside of headshots.

The net result of Warfighter is slightly weaker enemies and a significantly weaker player. It's a shitty meme mod.

Oh, that explains why it didn't make any difference for me then.

Crispy crunchy.


No, this thing.

There is one mod which makes only enemies weaker and it has multiple versions depending on whether you want them to take just 1.5 times the damage up to I think 3 times the damage they'd usually do, fuck me if I remember what it was called.

Is this bullshit a regular occurrence or an isolated incident? The first fucking thing I thought when I was talking to Tuna is "This guy is sketchy as fuck; no way in hell am I turning my back on him" only to have the game say "lmao fuck you kid you can either get robbed or get shot in the back ;^)"


It's the ammo and armor, as well as shot placement. If you're using standard rifle ammo (or, god forbid, any handgun ammo that's not an AP variant of some PDW meme round and/or at less than 20 feet or so) on someone with a good armor value and not hitting them in the head or chest then you have to really light them up but ~8 rounds with black-tip 5.56 or ~4 rounds center of mass with black-tip 9x39 will drop someone in an exo-suit with no muss and no fuss. If you git gud, you can buttfuck monolith in CQC all day with a 1911. As well, in my experience, a headshot with black-tip 9x39 is always fatal as well. You also have to remember that enemies have i-frames during their stagger animation, so don't even bother shooting them until they start to stand up. It's only a fraction of a second, but when that fraction of a second is a window that will let you squeeze off two or three more rounds and you have some garbage gun like a PM that already takes more-or-less an entire magazine to drop a cheeki breeki in a leather jacket then that makes a huge difference.

There's encounters of a similar nature later on but they're not as bullshit to beat I think. Being surrounded by 3 guys with barely any room to retaliate unless you open fire first is pretty silly.

Ideally you don't just make them globally weaker, you want values tweaked to the specific weapon mod you're using, OWR

Dude what the fuck, you can use stagger animations to line up a quick and easy instakill headshot.

Yes they do.

You're thinking of time_to_aim,
No I'm not.


Right, but there's a part of the stagger animation during which the AI has i-frames.

No, they don't. Read the fucking gameplay quirks link in the OP.
Yes, you are. That is the effect that is 100% responsible for the "i-frame stagger" myth.
No, there isn't. Why are you sitting here making shit up when the damage effects are well documented and with HP bars enabled, you can clearly see that you're still doing damage?

See

...

To all the guys complaining about enemy/player health and weapon damage balance - try CoM, the modification made there seem to be really good, never been frustrated by spongy enemies. Unarmored/lightly armored enemies die or become injured quickly from a few shots, heavily armored enemies will shrug off small arms for the most part, take a moderate amount of normal AR ammo, and AP usually goes through them like a knife through butter. I actually found CoC harder after trying 1.5 the other day because I got into a fight with soldiers and they were such bullet sponges.

...

They're definitely hostile by default in 1.4.22.

Reposting since he keeps deleting his posts shortly after making them. This is the second time he has done this.

I made one post, deleted it because I'm a blind retard whose question was already answered further up.

Just stay inside the ship from where you got the artifact and shoot one of the guys hiding in the bridge-thingy.
It will automatically trigger a reaction and they will all show up trying to kill you. You can pick them off from up there easily.

That Stalker looks like Keanu Reeves.

Got a COC challenge for you:
Can't kill a single person
Mutants Only
Focus on using a knife, but a shotgun is fine every once-in-a-while

Good taste.

Best cource of action in my opinnion is to give it to them, then run after them, once they're off the "bridge thingy" they have no cover and you can shoot them all in the back from a pretty advantageous position.

Holy fuck, why?
Are they going for some slavic quantity over quality thing?
If most of those arent combination artifacts then if you want to find a specific one by hunting you're basicly looking for a needle in a haystack.
Can the people who use it comment on the above? Or atleast say if it affects the stability of the game? I have a hard time believing it wouldnt since it adds that much shit.

No, it literally means "dwarf" in russian.

t. slav

Why would it effect the stability of the game, not taking other mods into account?

I have a feeling a lot of these are combinations and upgrades.

I'll try it later and see if it makes anything better for AO, otherwise I guess I'll just have to grab any of the random ones from moddb. There's a few on there that are for AO but they are outdated

Are we talking about the same game? It's slav coding you cant know what it will do.

Lets take artifact detector as an example, it calls the whole list of existing artifacts when you pull it out, alltough for SAH you need an addon for it to recognize them but I do consider that the biggest reason of not wanting this.
Without that mod I cant see the artifacts on the detector screen but with it everytime I pull out the detector it calls the codes for about 3 thousand artifacts and you think it cant cause issues?
I've seen the game crash over things much smaller and insignificant than this.

I haven't had any issues regarding artifact detectors.

Didn't occur to me, though are you sure the game is as inefficient as this? It could simply have "detector level" figures assigned to each artifact. Then if an artifact is within a detector's detection radius, and it's detector level is less than or equal to the detector's detection level it is shown, otherwise it isn't.

And actually, if an artifact's information is just in .ltx files, even a file with 3000+ entries is only going to a be at most a few MB, assuming all the entries are correct I don't see why there would be any issues.

I think you're pretty much right, see even if the artifact doesn't show up on the dector screen it still spawns in-game when you're within range. Just get a svarog detector and don't worry about it.

I'm pretty sure considering theres a mod that adds the SAH artifacts to the detector list.
The game has plenty of strange decision like traded prices working like this:
wpn_addon_silencer = 0.7, 0.2
0.7 + 0.2 = 0.9 -> 0.9 / 2 = 0.45 -> 0.45 == 45% So he will pay you 45% of the base price.
Why its not just 0.7 meaning 70% of the base price I have no clue, perhaps its because I can only ingest about a half a bottle of vodka so I'm halfway to understanding how and why this is so.


Considering the game can crash if a single thing it calls up is not found/doesnt match, theres definetly a chance for something to go wrong.


What does that help, I wont know if theres artifacts or not since they dont show up on the detector?

They still spawn, and the Svarog range is fucking huge, so you won't really miss anything either way

Enough to spawn the artifacts from the edges of the anomaly field? If true then damn that is fucking huge.
Trouble is I have no clue how to get it, I know how you got it in CoP but thats not the case here? I've only been able to find a veles detector and even that took a long as time since I found it in a stash.

Even further than that.

Sakhorov sells them in CoC.

Not for me he doesnt.

You do know that their inventory rotates? He can sell it check his trade.ltx.
Basically just quick save/load to refresh his inventory until you see it then.

Do you assume this is the only time I've checked his inventory?
I've checked the trader file and it has this on every detector:
detector_scientific = 1, 1
Which basicly means he should have a 100% chance of 1. For some odd reason each and every time I see him he has that exact same inventory minus the armor changing.

Does the file have a [condition] in brackets? If yes, then some event must occur to change his stock. Also, are you checking the supply and not the price fata?

user, can you point me forward to this script that improves usability of 8ch?

Against human enemies, you'll have lethal headshots, highly damaging torso hits, and relatively weak damage to extremities. As long as you're at least going for center mass (if you hit an arm, use the flinch to line up a headshot) it should feel pretty great, damage-wise. I've had a bunch of anons who prefer AO over STCoP no accounting for taste, I suppose use it and confirm that it's good with AO.

Just remember that the increased NPC accuracy profile includes a weapons.ltx that is for STCoP only, so you don't need to copy that part over for AO.


He only sells it if you have 'Heavy Pockets' and are an Ecologist. Just like every other trader, you can only access their Heavy Pockets supply table if you're a member of that faction, drastically limiting the usefulness of the achievement.

That's just the board log, fam. sys.8ch.net/log.php?page=1&board=v

There's also 8ch.net/settings.php?board=v where you can see all of the board settings, including the active wordfilters.

It isn't that hard to add it to his regular inventory

My condolences.

Of course, but that wasn't the question. user was asking how to get a Svarog, was told to check Sakharov, and didn't understand why he wasn't seeing it there when it appeared to be stocked 100% of the time in the trader files.

Thing is, he was looking under [supplies_heavy_pockets], and you can only access that table with Heavy Pockets and being a member of the faction. To add it to his normal table, it needs to be placed under [supplies_generic].

It was after the heavy pockets supply line but apparently like user below stated it doesnt work if I'm not ecolog.
Generic supplies only include 'detector_advanced' which I'm assuming is the one you can see in my pic.

I dont want to believe you but it looks like you're right, what a bunch of crap.
Any way to fix it?


I think I'l just spawn the dev console and donate it to him & buy it back, I've allready spent far too much time editing.

I can't remember if any of the mods I was running happened to add it to his regular stock of if I went in and did it manually.

How do you even get that?

Fuck me cant even link properly, first part meant for

In my case I got 1 000 000 rubles. Pretty sure none of my mods have changed the CoC vanilla value.

It's ok, I immigrated to western europe 15 years ago.

So it seems that Svarog is only available for ecologists. What about Veles? Is it possible to obtain it outside of Sakharov's faction stock?

Holy fuck, I still have more than halfway to go on my current playthrough.

Because of this thread and this post i started playing again and this is my stash so far and i have just started the yanov section

Bloody hell, how are you enjoying the diversity?

IIRC Veles detectors are pretty easy to loot from dead stalkers. Usually doesn't take too much time for me to find one on a fresh save.

Just a guess, since my GPU is still dead, prices are still fucked, and I can't get in and actually test this, but changing

buy_supplies = {=actor_community(actor_ecolog) =heavy_pockets_functor} supplies_heavy_pockets, supplies_generic

to

buy_supplies = {=heavy_pockets_functor} supplies_heavy_pockets, supplies_generic

Might remove the faction requirement for Heavy Pockets. Alternatively, you could just put it under supplies_generic and he would sell it all the time.

No, seriously tho, how?
Are you using SAH as well?
CoP maps are always completely barren for me in CoC

i go to all the anomaly fields after every emission

I got lucky with the country, relatively uncucked. Anyway, enough offtopic.

My friend played a merc, went all over the zone and found no veles detectors in like 10 hours of playtime.

Like I said, in the [supplies_generic] theres only that one detector for freedom atleast it looks like. On my merc I'm using a veles I found but I'm pretty sure I didnt see any for sale.


Monster parts are an easy way to make money but atleast a good 2/5 - 3/5 of that whole amount is by finding weapons that nimble sells and selling them back to him. Now I am using StCoP weapons pack so that might influence it but for me nimble buys back the weapons at FULL price.
Meaning if I find a guy with an l96 for example nimble will pay me about 150 000 for it. Thats pretty much how I got most of the money.


Ok, thanks man.


Fuck I was wondering if thats the reason usually after emissions only I see stalkers announcing they've picked shit up.

also how do i print screen my msi capture is not working can u use obs to screen cap?


its fucking aids right now since i cant sprint yet because of my armour. would the cs-3a suit be a good replacement for now till i get the last tool set?

Guess that's just poor luck.

Yeah, STCOP plays a big part in it since it has better weapon economy than AO, also my problem with monster parts is that I'm a bandit in the current playthrough and Olivius doesn't want monster parts at all, so I'm usually forced to lug expensive monster parts around like chimera claws or pseudogiant eyes until I'm lucky enough to get to a squad leader who has enough cash to even buy them.

im only using arsenal overhaul for this playthrough

you better have fixed those values anons.
suppressors neuter damage

It's basically already impossible to kill anyone with just torso shots without making half their body weight become lead, doesn't matter if it's a Duty guy in an exo-suit or a newbie loner in a leather jacket, so I honestly don't give a shit about "damage values" when I always go for headshots which are guaranteed to 1-hit kill if the other guy isn't in an exo-suit anyway.

I think so, it should have enough armor to save you from a shot or two, enough to get back into cover I'd wager.


Oh shit nigger what are you doing? Jokes aside yeah you're in a pretty tough spot.
Hey if you find yourself in cordon can you test something for me, see if you can still talk to sidorvich and ask for faction change?


Thats not even the biggest problem, the biggest problem is they dont suppress jack shit.

...

Dude, this playthrough is the most fun I've had yet, all things considered. Also, I think in theory you can't since I couldn't do that with Ecogolists either when I was playing Freedom, but that was a long time ago so I could be remembering wrong. You're in luck though since I was just going to Cordon for an assassination mission, so I'll drop by Sidorovich while I'm there, I'll respond in a few hours.

I wonder if this is some google translate shit going on.


Well I can get sakharov / sidorvich to change my faction and I'm playing freedom right now.
But, thanks man.

FFS, I just finished my first playthrough of Shadow of Chernobyl. I got all the way to the wish granter only to be given one of the false endings. Alright, fair enough I thought, but then I started to wonder, what about that Strelok guy I was supposed to track down?

Turns out since I didn't go into a stupid room in the beginning of the game (Strelok's Stash), the game decided that about 50% of the game would be unavailable to me. Never got the quest to meet Guide, dude didn't even spawn. I just assumed that the barkeep quests would lead me to finish the "Find Strelok" quest.

fuck niggers

Happened to me too but cmon, cant really blame the game for it since it does give you the quest to go into the stash.
And along the way if you talked to people they'll say things like everyone who made it to the center never come back and everytime someone makes it there the zone grows etc.

Let's be honest, you only have yourself to blame for skipping story missions. Also, it's not half the game, it's one underground and one surface area, both full of monolith.

I'm just venting some frustration, I don't really blame the game. Just a bit frustrating that if you miss that one quest you are doomed to not get a satisfying ending and missing out on content.
Nice to know that it's not 50% of the game like I assumed though.

oh well, it was my first vanilla run. gonna play it again in a few months with mods and do all the shit i didn't get to on the first run.

Just got back, took less than expected since the guy I had to kill wasn't inside rookie village but was on the edge "guarding" it so I could snipe him and then run to the back while everyone else was too busy trying to find me in front of the rookie village. Yes, Sidorovich is neutral to you since he's part of the Trader faction and he will make you a Loner for 10k Slavbux

Why does anyone join Duty/Freedom in their playthrough? I mean they're total bros in person but their ideologies are retarded. It's literally NO FUN ALLOWED VS DUDE WEED LMAO. Just go Loner.

Does anyone have the no fun allowed duty pic?

Fantastic, thank you very much user.


I play them for the faction relations they have mostly.
Loners & scientics are pretty much only I want to be on good terms with and both have them.
I get a good mix of traders with a nice spread between them, and a lot of hostile stalkers to shoot on the side.
I did a merc playtrough allready and thats always my fav choise since you wont find much mercs in the field and mostly everything besides loners and scienctics are hostile to you. Which is great.

Just this once.

I usually edit Mercs so that they are hostile to both ecologists and loners. Makes it feel alot more SoC like imo.

Nimble is my bro, I cant live without him.

Thanks user

that's a good question, I've been thrown into the midst of them without really knowing what the hell is going on
is there actual gameplay ramifications between choosing a side?

Well, if you choose freedom, bar becomes slightly more dangerous since after you kill all the duty guys there 1-3 might spawn later on and if you dont check you contacts list everytime you might end up like me and get a shotgun shot in your back while you're getting jewed by barman.
Choosing duty causes pretty much same thing but in yanov station, tho I've yet to see any spawn after I cleared the few ones there are.

Been thinking of making more edits but I cant for the death of me come up with what the sign should say for each faction.
I mean freedom is almost all fun allowed but they have the occasional retardation of shooting mercs and clear sky so 'some fun allowed'?
Loners sign would be empty? Just 'NO' for monolith?
Give me ideas stalkers.

how can you go neutral? can you still throw them against each other from time to time?

Isn't Yanov supposed to be neutral?

CoC happens after CoP and it's implied that Major Deg sided with Freedom

Look up the most obnoxious pot head slogan you can find and superimpose it over a portrait of Bob Marley's head on the sign. Bonus points if you shop a rastafarian hat and dreads over the helmet.

I bet you have loners neutral with mercs too gayboy.

Freedom obviously needs sexy bloodsuckers.

Monolith should be "Behead those who insult the monolith" or something along those lines.

I can't really think up anything fun for the other factions tho.

As it should be since the most important place in the zone was already from Duty (Rostok, Bar). Freedom needed something else since they lost Dark Valley for some reason.

They most likely lost Dark Valley because Borov most likely had enough of Yoga's impotent shit, killed him, took the boys and took over Dark Valley, Freedom then relocated to the Army Warehouses.

I remember someone in the last thread saying the MISERY devs were looking at making their own changes to CoC as opposed to CoM which isn't affiliated with them. Is there any source for this info?

Just their logo or a generic radiation sign
No Strelok's allowed? No excursions allowed? Something like that.
Something to do with worm food probably.
Not sure.
Something like 'no stalkers allowed' or something based on the 'protecting you from the Zone' with a loner dead from gunshots nearby

Im getting these crashes constantly since I installed SAH.
I have AO3.1, Outfit, warfare and DoctorXquestlines addons and it rarely crashed (almost never) but when I got SAH it's crashing constantly.

Any idea to fix this? At this rate I'll find a way to just remove the artifact hunting addon since it's what brought the problems.

I guess you didn't merge them properly.

Can I then look for the files this addon adds and delete them manually or do I have to reinstall CoC + all the previous addons?

You wouldn't have to reinstall CoC, just the gamedata folder.

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