Sooo... - by Mr.Duck
Mr.Duck on 26/8/2007 at 19:31
...any good pages with S.T.A.L.K.E.R. mods out there you could reccomend?
Some mods you reccomend also?
Pretty please? :D
D'Arcy on 26/8/2007 at 20:40
You can find almost every possible mod ever released here:
(
http://stalker.filefront.com/files/)
All you have to do is read the description and decide if you want it or not.
I haven't tried that many mods, so I can't give you much advice. The only mods I use are the one that replaces the names of the weapons ingame by their real names, and the repair mod, which allows you to get weapons and armor fixed at traders.
Mr.Duck on 26/8/2007 at 20:54
<3
:D
Toxicfluff on 27/8/2007 at 00:57
For more active Alife and proper migration of the different factions and mutants I'd recommend the Alive mod. It makes the game much more unpredictable because unlike the original you don't always find a group of one type in a given place. Territory is constantly being fought for and constantly changes hands. In one day I saw control of Bes' scrapyard in Garbage taken from his guys by the bandits who got chomped on by a horde of pseudodogs who got put down by a passing duty patrol who set up camp there who in turn eventually got devoured by a mixed pack of dogs. Plus, there's new missions, tons of new dialogue and a clean-up of some of the particularly horrendous text. Includes the repair mod, which is really necessary after the crazy armour deterioration introduces in the first patch.
(
http://www.gsc-game.com/index.php?t=community&s=forums&offset=-60) - latest version is at bottom of page, hotfix on p2
Another one I like is Freeplay -- no alife stuff to speak of, unfortunately, but what you do get is: a sleeping bag, lotsa vehicles (very fun, despite the small maps), explosives you can carry, free play after completing NPP, artefacts you can activate (i.e. throw to form an anomaly), the 6 or so mutants cut out by GSC for some reason (whatever it was - some of them are pretty decent) and the ability to recruit stalkers to accompany you and take basic commands. Repair at the trader in this one as well.
(
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=10585&page=9&sec_id=17)
(
http://stalker.filefront.com/file/STALKER_Skies;80755) Really nice sky pack -- 20 new hi-res skies, and the weather changes give you much airier mornings and decent sunsets. Dark nights though, if that bothers you.
(
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=11322&sec_id=17) Less generic stalkers, rookies and banditsThe rookie-like colours on the bandits confused the f**k out of me, but it adds a lot more variety to the skins of rookies and stalkers. If it were to do it over I'd of deleted the bandit files in the archive before extracting. This is from the (
http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&sec_id=17) mod downloads section of the GSC boards -- there's some good stuff there which you can't get on filefront/shack, like this mod.
Unfortunately there's not any mods I know of which
sensibly alter the pricing and availability of items, so I altered the files myself -- everything is a generally a bit more expensive at the traders as well as more rare on corpses and I made most weapons almost worthless to resell but bumped up the buying rate of artefacts. It made no sense to me on my first playthrough that a)money was almost always meaningless and b)when I
was looking to get enough cash for a decent suit early on or something, scavenging weapons off dead guys was more lucrative than bringing in a bunch of artefacts. Willing to send, if you want.
Most little mods, like retextures and gun-names can be mixed. Big ones, like alive, redux etc can't, but they'll usually say in the readme what kind of mods will be compatible.
bloody hell, essay much? I need to play less stalker.
Malleus on 27/8/2007 at 01:05
Quote Posted by ToXiCFLUFF
Unfortunately there's not any mods I know of which
sensibly alter the pricing and availability of items, so I altered the files myself -- everything is a generally a bit more expensive and rare on corpses and I made most weapons almost worthless to resell but bumped up the buying rate of artefacts. It made no sense to me on my first playthrough that a)money was almost always meaningless and b)when I
was looking to get enough cash for a decent suit early on or something, scavenging weapons off dead guys was more lucrative than bringing in a bunch of artefacts. Willing to send, if you want.
Have you tried Redux? It almost does the same things, plus a good deal of other changes. Check it out here:
(
http://z4.invisionfree.com/STALKERRE/index.php?showtopic=259)
This is for 1.0003. There is an updated version for 1.0004 and some hotfixes one level up in the forum (S.T.A.L.K.E.R. Redux->Mod Talk->Releases (don't forget to set the forum to show all topics "from the beginning", to see older releases)).
ChickenMcOwnage on 27/8/2007 at 01:10
I *only* play with the alive mod now. I think it's more of what (I think) STALKER should have been. I totally recommend it- it makes the game a lot more unpredictable.
Toxicfluff on 27/8/2007 at 01:36
Quote Posted by Malleus
Have you tried Redux? It almost does the same things, plus a good deal of other changes. Check it out here:
(
http://z4.invisionfree.com/STALKERRE/index.php?showtopic=259)
This is for 1.0003. There is an updated version for 1.0004 and some hotfixes one level up in the forum (S.T.A.L.K.E.R. Redux->Mod Talk->Releases (don't forget to set the forum to show all topics "from the beginning", to see older releases)).
Sounds good actually. I was put off it from the time when it was just the weapon-realism mod and so didn't check it out since. I'll have to check it out, although gameplay sounds a bit stringent.
BEAR on 27/8/2007 at 02:15
That 'Alive' sounds freaking awesome, but I think I'll beat the game using fairly stock 1.004 first.
michaelg on 27/8/2007 at 02:54
I downloaded the latest patch. Will any of these mods work with that?
Also I've gotten to the last part of the game after about 12 or 13 hrs. Is a second runthrough better as I basically followed the main path the game lays out for you? Are the side missions worth doing? Seems I've heard there're only good for cash.
242 on 27/8/2007 at 09:00
Quote Posted by michaelg
I downloaded the latest patch. Will any of these mods work with that?
You should read description to a desired mod and try it yourself when it's unclear. Many mods aren't compatible with 1.0004 yet, it just arrived after all, some work fine.
Quote:
Also I've gotten to the last part of the game after about 12 or 13 hrs. Is a second runthrough better as I basically followed the main path the game lays out for you? Are the side missions worth doing? Seems I've heard there're only good for cash.
I think I spent about 40 hours for my first runthrough. Is the second runthrough with additional exploring and side quests better or not depends entirely from you. If you enjoyed the game the first time, you'll enjoy the additional exploring. I personally think the game has great replayability value, because basically it's emulation, not scripted corridor.
PS: If you missed true ending, you missed also the extra map/area (NPP).