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MRG, with all the Stalker mod experiences you've had, what would you say was the most enjoyable combination of mods (including conversions) for you. Re-installing Stalker as I type this
mrg said:Last night I had Fraps running as I played & I totally forgot to use it. There was this Loner that wandered over toward the army outpost. 5 army guys come out shooting & the one loner stands his ground in the middle of the street with an M1911, popping off shots. Shall we call that a "Stalker Standoff"? lol.. Anyways, I feel like an ass now, that I realized Fraps was running & I just stood there watching the battle. The loner guy ended up taking around 20 direct hits with blood blowing out behind him as the army blokes walked up the street firing before he dropped. All in all, the fight lasted like a minute, but seemed much longer. As more & more army guys came to shoot at him, them with their machine guns spitting lead, seeing the puffs on the ground around him as he fires back with a small pistol. Neither of them can shoot for shit. I don't think he hit a single one of them. I laughed when I saw him run behind a tree, lean out, fire once - only for a small puff of smoke to come from the end of his gun & then his head jerks back in a spray of blood. This was just before he ran back out into the street & ended up getting turned into swiss cheese.
It's quite random what he does onces he is free from the bandits, so I made him a quest npc as well (like guide) so that he would have less chance of dying before you could complete the "perfected jacket" quest. You can see that quest npcs are much tougher, but not invincible.
mrg said:Are there NPC's scattered around with God mod on? I met some Loner in some building after helping another guy repel some mutant dogs. Well this other guy had a sweet weapon & after asking him politely if I could look at it, he continued to ignore me, so like the punk I'm not in real life, I pulled my weapon out, a long barreled shotgun, pointed it at the guys head & pulled the trigger. Twice. The guy then gets up & fully refuses to die, by running away. So I chase him around a corner & with my shotgun now reloaded, I open up point blank. By this time he has his own weapon out, that selfsame cool gun I wanted, & proceeded to fill my scantily-armored-clad self full of holes. 2 seconds later i'm food for the worms.
The "guy with the sweet weapon" is a quest npc called "guide" he is needed for later on in the story-line, but because aliVe is so randomised, quest npcs are somtimes killed by bandits or mutants or the like. So, to make them a bit more survivable I have beefed them up so they can take more damage and kitted them out with better weapons. Guide has a Groza_m1, trader has a 10% chance of selling you this weapon right from the start (this is a vanilla setting) so I don't think it's unbalanced for a veteran stalker npc to be able to have this weapon, even so early on. The groza_m1 fires 5.45x39 ammo, instead of 9x39 (much more powerfull) so the _m1 version is about the same power as an AKs-74u. You can still kill him with about 4 - 6 shotgun blasts point blank in the head.
One other awesome feature, is that if you have a better weapon in your inventory than the one a friendly NPC is carrying, you can throw the weapon at the NPC's feet and he'll then pick it up & use it, replacing the weapon he had previously.
-MRG
How big is STALKER really?
I'm thinking of getting it over Steam but it says it requires 10 gigs?!
Does it seriously need that much space?! It'll take years to d/l.
Im pretty sure thats in vanilla because I can do that too, and i didnt install that mod.
10GB! Damn. My THQ folder is only 5.98GB with mods installed. so minus around 700mb for mods... Still long download or not, it's a great game. Sucks you have to download it though. Might want to start it when you go to bed one night. Do you download an ISO or the entire game?
-MRG
I think it's the whole game... but that's reassuring nonetheless.
Why the hell would Steam say 10gb?!
Sweet, just tried running STALKER and it went from the splash screen to "OUT OF RANGE" I can hear the menu music and logos and stuff, but that's it.
I end up having to alt + F4 out of it.
I already tried editing the user.ltx file but everything's in order(refresh rate is 60, resolution is at 1024x768)
And I tried changing the resolution to 800x600 and running it windowed but it does the same thing.
Downloaded it over Steam.
Looks more exciting in the Before picture.
Man the internet is ****ing useless.
I posted my problem on the Steam forums, the THQ forums, on the Steam Support site and the THQ tech support site and got no responses. :|
Wasted $20 on a game that doesn't even work.
THIS IS WHAT THIS MOD CHANGES:
Modified 6 unique weapons and 2 armors.
"FatRapper" - A modified VLA Special Assault Rifle
that you can attach a scope to that has true
sniper scope magnification. Rechambered to fire all
9X19 ammunition. Magazine capacity 30 rounds.
"FatRap Snork Sweeper" - A modified Viper submachinegun
that you can carry in your pistol slot. Rechambered to
fire all 12 ga. shotgun ammunition. 25 round magazine.
"FatRap Kommander" - A fully automatic silenced Colt 1911 pistol
that has been rechambered to fire all 9X18 ammunition. Magazine
capacity 25 rounds. Very high rate of fire with minimal recoil
due to special barrel porting.
"SAIGA-SP M2" - A modified AK74 that fires 12 gauge slug ammunition.
Semi-automatic fire mode only. Can be used as a sniper weapon when
equipped with the optional PSO-1 scope. Equipped with an 8 round
magazine. Very accurate and powerful.(The SP stands for Silverpower)
"SVD-M2 Silverpower Slugger" A modified SVD sniper rifle that
fires 12 gauge slug ammunition. Equipped with improved optics
and a 5 round magazine. Very accurate and powerful. One of the
few SVD rifles that you can sprint with!
"Vintorez-NH M1" A improved Vintorez sniper rifle that is more
accurate and powerful than the base model. Equipped with improved
optics and 30 round magazine.
"FatRap Zoner" - A modified Protection suit that is suitable
for all areas of the Zone. This suit enables you to carry an
additional 500 kilos! Protection levels on par with the Military/
Scientific suits that currently exist in tne Zone. With the
proper artifacts in your belt, this suit is ideal for STALKERS!
This suit is equipped with the better night vision.
"FatRap Grunt" - A modified Stalker suit that allows you to
transport an additional 600 kilos. It has a lower protection level
than the standard Stalker suit resulting in a lower cost.
This suit is equipped with the better night vision.
A true workhorse, and very inexpensive.
Mutants abound in the Zone now.... don't stop running! Something might
have you for lunch! And they appear in the most unexpected places....
The modified Tunder S-14 is more powerful and the grenades have
a flatter trajectory.
You can attach a grenade launcher to the G-36 now and you can attach
silencers to most weapons.
The modified SPAS 12 is more powerful and holds 10 rounds.
Basic carry weight increased to 150 kilos....(175 max.)
(To carry more use the special armors!)
Explosives can now be carried.
(Very useful in tasks such as "Kill the STALKER" or
"Destroy the Duty Squad")
Belt slots increased from 5 to 7 slots.
(Adds more flexability in artifact selection)
Corpse stay time reduced from 36 hrs to 3 hrs. for humans and .5 hr
for mutants. (Reduces game clutter, stuttering, and load times.)
Boars and fleshes are your main food source. The body parts they had
before have been replaced with food items. Almost all of the other
mutants carry items like ammo, armor, or health kits.
The body parts that mutants previously carried will now appear in stashes
so you can still complete the "Find the mutant part" type quests.
Inventory of traders reduced to a minimum. Food items are no longer
for sale at the traders.
Traders will offer different prices for both buying and selling.
(HINT! Yantar trader pays premium prices because he is in a
location that is more remote than the other traders.)
Freedom trader (Skinflint) has unlimited buying power like the other traders.
(You will learn how he got his name when you see his prices! But...
he has the best inventory! )
You can trade most items with other STALKERS.
(You can PROPERLY equip all your comrades!)
NPC's will not drop weapons when you trade them a better one.
Tasks have less rewards than previously. Just the bare essentials are
given for task rewards and for treasure locations.
Task time limit extended to 5 days.
(Allows you to organize your jobs and enjoy the game instead of
running back and forth through the levels just to meet a deadline!)
Fixed the faulty task in Yantar...Where the request was for a mutant boars
leg, but the true target was a pseudodog tail!!
Box size of some ammunition adjusted to balance inventory, and 12 ga.
buckshot pellet count increased from 10 pellets to 15 pellets.
"Terrible Reputation" bug fixed!
(Reputation will not toggle from "Excellent" to "Terrible" as easily.)
Dialog will show the reward when you ask for a job.
(Nice to know if a job is worth the effort.)
Flashlight has been modified to give better vision range with less glare.
Some artifacts have been tweaked a little...for instance, "Moonlight"
has had the negative electrical shock aspect removed. (HINT! You really
want to find or earn the artifacts "Pellicle" and "Moonlight" !!!)
The jumping ability has been enhanced...you can now jump further and higher.
Your sprinting ability has been enhanced... you can run further and faster.
Certain NPC's have different starting weapons. For instance Fox will now
have a Snork Sweeper instead of a sawn-off shotgun and the Ecologist
faction is now better armed!
Wide screen patch incorporated in this mod.
NPC's are more resistant to dying in fires.
The "reach" distance of the knife is longer.
Weapons that you loot from dead bodies will be in poor condition.
Ammo, armor, and weapon prices have increased greatly!
Mutants are much harder to kill.
NPC's are harder to kill. Certain NPC's like Wolf, Fox, Tolik, Nimble,
Borov, Max, Bes, Serly and me (Fatrap) are extremely difficult to kill.
Marked One is not as robust as before... has less resistance to injury.
Marked One is much more likely to get hit by enemy fire.
Anomolies appear on your mini-map and your detector has greater range.
Anomolies are much stronger than before.
Bandages have been re-worked. They now will help stop radiation sickness.
Medkits and bandages have no food value now.
Food has no healing value.
Weapons and armor are now repairable. Repair prices are not cheap!
The only repairman in the game is the mechanic at the Freedom base.
You can sprint in the exo suit now.
Some sounds have been changed. The bar music is different and
some of the NPC's no longer say the same old annoying things.
These annoying phrases have been replaced by sounds such as
laughter, whistling and throat-clearing. Still annoying, but
not as bad!
Added dunnin's ammo fix to repack all the odd amounts of ammo
into full boxes.
New main menu and credits menu music.
Intro splash screen has been reworked.
New landscape details added (pretty flowers!)
Grenades are more powerful.
All weapons have been re-balanced.
Quest item for Hunter's rifle has been changed. Now it is a
weapon worth looking for!
Known bugs:
1. After you complete the task of getting the information from
Mole about Streloks stash, the game will crash if you come back
to him at a later time and re-engage in the same dialog with him.
Just go about your business and ignore him if he starts a repeat
dialog with you. (After I complete the task with Mole, I usually go
back and wipe out the newly arrived task force and scrounge all the
carnage! If I take too long, this triggers Mole to repeat his dialog.)
2. Not really a bug, just a side-effect of the faster corpse-removal
time....If you save a game when dead bodies are present and then you
re-load the save, those dead bodies will be gone unless they are a
"perma-corpse" or if they contain PDA info such as stash locations,
etc. So, I suggest you raid all the bodies before you save the game
and reload. Or, if you want to get rid of the clutter, just save
and reload!
3. Patch 1.0004 introduced a new bug.... your kill statistics in
your PDA are goofed up. I have not addressed this issue.
1-26 UPDATE LOG
1-24 Changed Tuskano sounds.
1-24 Fixed intro sounds that ABC Sleeping Bag Mod disabled.
1-25 Added FPS intro screen.(2 files)
1-24 Changed main menu version text.
1-25 Added new landscape graphics.
2-03 UPDATE LOG
1-30 Added new main menu music.
1-31 Reworked Credits function in main menu.
1-30 Added new Credits music.
1-30 Changed inventory icon for Snork Sweeper.
1-30 Reworked FPS intro screen.
1-31 Changed main menu version text again!
1-31 Made Serly a boss. (Tougher to kill)
2-01 Made Bes a boss.
2-01 Made grenades more powerful.
2-01 Made optional "CHEAT" trader file for Freedom trader.
2-01 Removed shootable crows feature.
2-03 Moved the mutant spawns in Pripyat toward the exit.
2-03 Added mutants to Red Forest.
2-10 UPDATE LOG
2-05 Fixed misprinted version number in read-me file!
2-05 Toughened up "boss" NPC's.
2-05 Added dunnin's ammo fix to repack odd amounts of ammo.
2-06 Changed the quest item for Hunters Rifle to a special TOZ34.
2-11 Changed all controllers to burers.
2-12 Increased accuracy of all weapons and adjusted scope zoom powers.
2-19 UPDATE LOG
2-17 Created new community called Strangers. Very tough enemies to
kill and have their own unique weapon and ammo. They are "friendly"
to every mutant and NPC except for you. They are scripted in just
like the cut-out mutants, so quick saves / reloads and multiple level
changes will trigger multiple spawns. If you want to sell the new
weapons or ammo that you loot from the Strangers, the only trader
that will buy it is the Professor at Yantar.
2-18 Re-worked ammo drops on corpses so they correspond with the
players choice of difficulty level.
2-18 Increased re-spawn times for "vanilla" NPC's by 2x.
2-19 Added in weather mod by Mr Klorox for darker night effect.
2-19 Replaced dunnin's ammo fix with NatVac's version.
2-19 Updated Credits in main menu screen.
mrg said:Update: - Possible Spoilers
I gave your mod a 30 minute play test. About all it takes to complete the first one or two missions for Wolf. Keep in mind, I think this mod totally rocks, so anything I say that might sound negative, I do not mean it to.
They are only my own thoughts.
1) The very first thing I noticed after leaving the trader at the very start, was how smoothly the game seemed to run. What visual optimizations does your mod employ? I made no changes to my game settings, yet the game looked & ran great. Better than without your mod actually. So kudo's there.
2) You were not kidding when you said you tweaked the creature spawn locations & the amount there of. I very much liked the fact that those mutant rat like creatures were running all over the place, both inside & out of the old buildings & out in the game world itself, such as under bushes & in dark places where rodents would be. So excellent job there. I also think that the amount was spot on. They were not running all over the place in silly numbers, but they were there & they would chase you if you got to close. I'm not so sure that I liked the zombie's right at the start, as they seemed out of place to me. However, if you could make it so that they spawned only at night or near/in graveyards then that would be awesome. Perhaps have them near or in abandoned buildings as well. So that when you explored buildings, you might not be alone. The chimeras need to be beefed up health wise if possible. Only a few shots took it gown. Can you up the damage they inflict? Perhaps make them also only out in the wilderness or out at night or around deserted buildings. Bottom line, I think the added creatures & spawn rates are excellent. I have only been in the main starting area. I have not been to the garbage or beyond so how that is, I do not know. Perhaps maybe even have the chimeras from the garbage area on?
3) The weapon damage is in my humble opinion, more or less perfect. 2 or 3 hits max takes down a mutant dog, but a mob of them will strip you of you life faster than it takes you to reload. Still, perhaps up their aggressiveness & damage just a little bit. The same for all other creatures & undead. I like how ammo is very limited, but instead of wasting all your ammo on one enemy, a few well placed rounds, brings that enemy down. The military for example. Some of them brutes have some bulky armor that WILL deflect most of your early on weapons fire, but a few head shots and they come down just as fast as the next guy whose brain gets pushed out their ear by a piece of well placed lead. Their weapon damage is deadly to you. I VERY much liked the silenced gun you start with for some reason. While the clip size is "unrealistic" the ability to be full auto, is great. Single shots are weak, but a small burst is great, plus it eats up your ammo, which is nice, so you need to watch it carefully.
4) I like how the anomalies show up on your mini-map, though I forgot to check to see if they did so only AFTER you first get near one. Still, interesting addition. I totally did not check my PDA to see whats new in that department. Sorry. I got owned a couple times in the very first camp where wolf is because of them blasted Strangers. Everyone was shooting & so I opened up as well & tended to hit my own guys which for some odd reason seemed to piss them off. Still, more to shoot at overall is good, the more so if it shoots back. (Hey!, have them weapon toting zombies running around too, if you don't already) Please Beef up NPC's Health! They die way to quickly it seemed.
5) A good change that animals provide food. The first boar I killed had sausage. A fitting loot. Any way you could make Zombies have a lot more ammo as loot, since as they shamble around, i'm sure other people in the zone have taken pock shots at them & so i'm sure they have extra bullets that can be harvested. If you add more enemy NPC's, any way you could make it so only humanoid enemies with weapons have ammo as loot? Kinda funny, to kill a mutant dog & have canned goods or bullets as loot. Then again, I guess they eat almost anything.
I only played the mod for a short time. However, even so, it's very well done so you have my thanks. Please keep us updated as to what changes you make or add.
So far, 2 thumbs up.
I don't know anything about your problem, but for me when problems just start happening and I don't know why, I usually do a system restoration to like 1 day before the problem started happening. Usually works. Well, it's worth trying.
Yeah, but I just bought STALKER, downloaded it over Steam, tried running it and I got the Frequency out of Range error. Man, this ****ing blows... I really wanted to play the game.
I downloaded the S.H.A.R.P.E.R textures pack and I wonder how I install it. I already downloaded rebalanced 1.01 and installed that; but with textures, do I put it in the same folder? IF I do that, it will overwrite rebalanced.