Hier on 15/9/2007 at 00:45
Are there any mods recommended for my first time through the game?
For many games I prefer to play through just as-is the first time, and mods can be used later to enhance the experience. There are some exceptions though, like Morrowind or Oblivion, that are made overwhelmingly better by numerous mods and I'd happily recommend them to any newbies. And since Stalker sorta shares the "big open world" concept, I thought I'd ask. I'm talking about mods that really fix something that was lacking. I don't need something to make it drastically harder, unless that itself is something that was borderline "broken" in the original.
I saw it mentioned before so I loaded up the Redux mod and started running around, and was promptly killed by an anomaly. Reading the documentation, turns out the mod makes anomalies invisible. How is that fun? My first impression is that the anomalies are a complete nuisance that shouldn't have been included in the game, but if they're visible I can at least avoid them.
Bjossi on 15/9/2007 at 02:18
I think you should try Float32, it makes the game look tons better imo, especially outdoor areas. And you get no noticable performance decrease.
For gameplay tweaks, you could get a mod that gives traders the ability to repair your stuff. Though it might make the game a tad too easy. ;)
242 on 15/9/2007 at 10:34
With a repair mod game indeed becomes easier, and balance is changed. I personally wouldn't recommend it - there are more than enough money and body armors/weapons in the game to buy or find a newer one when it's needed. What I recommend is to patch the game to 1.0004 + bardak's fix for 1.0004 (bfa from aug, 24). The latter fixes some problems of the official patch.
Anomalies are a good thing - it's funny when a thug or monster is lifted in the air :), but I'd prefer them to be a bit more unobservable though, they are too apparent. Nuts aren't of any use with such visibility.
polytourist97 on 15/9/2007 at 12:15
Weren't they going to make anomalies more difficult to detect on the higher difficulty settings? I remember hearing something like that...
242 on 15/9/2007 at 14:03
Quote Posted by polytourist97
Weren't they going to make anomalies more difficult to detect on the higher difficulty settings? I remember hearing something like that...
I read about new difficulty level in 1.1 patch (hardest) which would make anomalies invisible.
Bjossi on 15/9/2007 at 14:05
Quote Posted by 242
Nuts aren't of any use with such visibility.
I find it very difficult to see the anomalies myself, at least some of them.
steo on 16/9/2007 at 23:12
I'd recommend 'real gun names' and, if it bothers you, there are mods which make the English text more natural.
snauty on 22/9/2007 at 15:07
I chose the "no time limit" mod for the sidequests. It can get kinda stressful with all sorts of different messages about failed tasks and go there and back and twice again and yaaaaaawn...
And an "endurance mod" for a bigger backpack. It does make the game easier but hey... I was still struggling on the "novice" setting.
Bjossi on 22/9/2007 at 15:38
The no time limit for side-quests, you are going to post a download link for me, okay? ;)
GRRRR on 22/9/2007 at 16:23
I used the "no time limits" one for abit, but i actually kinda hated it after awhile, just didnt seem right :confused:
When i uninstalled it the timers for the quests where fucked up, always displayed one day left despite the time was running.