In 1986, the world's worst nuclear disaster occurred at the Chernobyl power station. Soviet authorities established a 30km 'Exclusion Zone' around this nuclear wasteland, but in 2006 a second explosion rocked the stricken reactor, obliterating all living things and causing the Zone's boundaries to ripple outwards. From this epicenter came waves of mutated creatures, deadly radiation, and a strange, anomalous energy. The Zone was cordoned off by the military, who would shoot on sight anyone foolish enough to brave the horrors within.

It is now 2012 - man has ventured further and further into the heart of the Zone driven by reports of strange 'artifacts' imbued with anomalous energy. Mercenaries and bounty hunters compete to recover these artifacts, which command extortionate prices on the black market. Others seek to find the truth behind the Zone, while some merely revel in the desolate lawlessness of the place. Whatever their motivation, over time these individuals - Scavengers, Trespassers, Adventurers, Loners, Killer, Explorers and Robbers - have become known as S.T.A.L.K.E.R.'s.

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Blog RSS Feed Report abuse Latest News: TK Update 5/11/2014

About STALKER: Twilight K.E.T. 2.ZERO with 13 comments by ketxxx on Nov 5th, 2014

Evening folks, this evening I bring you another TK update for the final build. Work has gone well, albeit at a much more steady pace due to time restrictions. There isn't too much left to finish but more about making sure everything slots together nicely and doesn't cause any nasty surprises, so heres how things stand;


UPDATE! I forgot to add this to the change list, the TK stealth system has also been revised to make it more realistic. A good example of this would be shooting a NPC while his buddies are just on the other side of a wall, if you are too close they will hear the shot still and come to investigate, if they find you, they will gun you down.


1. Totally overhauled stashes. By this I mean I have completely changed the contents of stashes, the conditions which need to be met in order to get the stash location, and theres even some code in place to reward players that like to explore that will allow for looting of any stash found, even if you don't have its infoportion.

2. Enhanced NPC loot system. This is a simple (well, I suppose simple is relative) minimod I developed and injected into TK, its now possible for players to "loot" the armor a NPC is wearing. Obviously its not guaranteed that you can "loot" a NPCs armor, but a chance you will be able to loot it.

3. Diversified NPC loadouts. This is just to make things more "natural", so expect to see more NPCs sporting such things as silencers and scopes outside of what is predetermined in specific level xml files.

4. Finished optimisations. The mod is as friendly as its going to be, but make no mistake, you are going to need a powerful system still.

5. Added normal maps for tree branches and bushes. Reworked from the screens I've already posted, they add about as much depth as possible to avoid the textures from looking like they are steamrollered flat.


6. Revised survivalist aspects. NPCs and traders will carry far less food/drungs etc, while traders also have a lower chance of having such supplies.

7. Better rewards for exploring maps. In addition to the totally reworked stashes artifacts are also rarer, you won't find many stashes with artifacts in, if you want some, you will need to actively go and find them.

8. Fixed a CTD when approaching the abandoned farm in Dark Valley if a mutant ended up on the NPC smart terrain.

9. Fixed a CTD in Dark Valley where if a mutant spawned with no valid ID and you killed it it would crash the game.

10. Changed actor arm texture and normal map for a higher resolution version. This is just a cheap band aid fix for some weapons I added that use the actor arms from CS, while the arm models are a bit different because the textures are now the same the "transition" isn't particularly jarring in any way.

11. Removed being able to put some smaller weapons in the grenade slot. I've left the code in place so if anyone wants to re-enable this its as easy as making one change in a weapon ltx file. I disabled the feature just because the implementation wasn't perfect and I was too lazy to implement the hack/workaround to overcome the issue.

12. Numerous fixes and tweaks for other smaller things.

Left to do:
Resolve a issue with fleshes that seem to cause a problem in Agroprom
Implement blowouts (I'm getting around to this I swear)
Maybe make some tweaks to all.spawn
Help Meltac with DS2.0

Thats everything left to do, everything is slowly getting chipped away at ;)

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A.A.A. Modpack v.0.0.2 to v.0.0.3 Patch
S.T.A.L.K.E.R. Shadow of Chernobyl

A.A.A. Modpack v.0.0.2 to v.0.0.3 Patch

Nov 15, 2014 A.A.A. Patch 0 comments

Mod: A.A.A. Patch: A.A.A. Modpack v.0.0.2 to v.0.0.3 Patch Version: 0.0.3 Developer: lambdist

A.A.A. Modpack v.0.0.1 to v.0.0.2 Patch
S.T.A.L.K.E.R. Shadow of Chernobyl

A.A.A. Modpack v.0.0.1 to v.0.0.2 Patch

Nov 14, 2014 A.A.A. Patch 0 comments

Mod: A.A.A. Patch: A.A.A. Modpack v.0.0.1 to v.0.0.2 Patch Version: 0.0.2 Developer: lambdist

A.A.A. Modpack v.0.0.1 (Alpha)
S.T.A.L.K.E.R. Shadow of Chernobyl

A.A.A. Modpack v.0.0.1 (Alpha)

Nov 13, 2014 A.A.A. Full Version 0 comments

Mod: A.A.A. Developer: lambdist. Version: 0.0.1 (Alpha)

English Translation Pack (Pre-release content)
S.T.A.L.K.E.R. Shadow of Chernobyl

English Translation Pack (Pre-release content)

Nov 1, 2014 Hal's Traders Overhauled 2.0 Demo 1 comment

This is my English translation work for the upcoming full release of H.T.O. 2.0 It does NOT include any other features from the mod, but should be useful...

Crash fix for af_podmena
S.T.A.L.K.E.R. Shadow of Chernobyl

Crash fix for af_podmena

Oct 31, 2014 Zone of Alienation mod Patch 1 comment

This fixes the item drop crash related to af_podmena in bind_artefact.script by disabling that portion of the script. As a result, artifacts no longer...

Oblivion Lost Remake 2.5 (Rus) - ZRP Functions
S.T.A.L.K.E.R. Shadow of Chernobyl

Oblivion Lost Remake 2.5 (Rus) - ZRP Functions

Oct 19, 2014 S.T.A.L.K.E.R. Shadow of Chernobyl Script 0 comments

Tiny release based on NatVac's handy ZRP mod. Works through starting the game with XR_3DA.exe. !Only recommended if you first started and saved using...

Post comment Comments  (40 - 50 of 284)
galant
galant Mar 3 2014, 10:34am says:

Hello, i need some advice on choosing a mod, that does a complete overhaul, someone recommended complete, but I tried it, made the game a bit to easy, others suggest Autumn Aurora , and AMK, LURK and ZoA. Need some advice please.

+2 votes     reply to comment
XStrelokX
XStrelokX Mar 9 2014, 1:12pm replied:

Try ZoA or LURK, autumn Aurora it's almost pure graphical enhancement for my taste.

+3 votes     reply to comment
ixcheradeninexi
ixcheradeninexi Jan 18 2014, 5:52am says:

Hi guys, i really need some advice.
New to modding, but having followed all the tutorials to the letter, i still cannot get the mod pack 2013, or autumn aurora 2 to run with my version. I have tried them both seperatly only. Mod pack 2013 loads the menu but crashes when i select new game. Starts to load, get "fetching objects" then crash, with a bug report, xr3_da error. Have seen people with the same issue but cannot find a fix. Autumn aurora will not even load stalker. I can run a clean game, but whenever i add the mods, it wont load up. Changed the notebad value like im suopposes to, did a regedit so i could try both with version 1.0004. No Joy. PLEASE CAN ONE OF YOU MORE EXPERIENCED SAINTS HELP ME!!! thankyou xx

+1 vote     reply to comment
Hegel
Hegel Jul 12 2014, 8:15am replied:

I had problems with AA2 too. For me the regedit wasn't enough.

If you dig around on here you should find '1.0006 to 1.0004 downgrader' files and a NoDVD replacement for the engine.

+1 vote     reply to comment
Amoch
Amoch Apr 15 2014, 7:24pm replied:

Do you use Steam? Stalker in Steam doesn't work with sweetfx (it's in the FAQ).

+2 votes     reply to comment
rocketboys91
rocketboys91 Mar 23 2014, 5:45am replied:

You need 1.0006 version only to run those mods. The startup error is most likely sweetfx. If you want sweetfx (which is not necessary imo) copy all sweetfx related files from bin folder to the main folder of stalker so that both folders have the sweetfx folder and files.

+2 votes     reply to comment
cmp100
cmp100 Jan 12 2014, 4:02am says:

daca se tot fac atitea moduri si se doreste un joc realist de ce se mai da optiunea in joc la 4 grade de dificultate? Si n-ar fi mai bine sa se uneasca toti si sa faca un singur mod?

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jan 10 2014, 5:20pm replied:

Because in all honesty, STALKER V1.0000 is utter hell. It's really, really buggy and doesn't serve as a good modding platform. Take ZRP as an example, see what NatVac changed to fix the game up. Loads and loads of bugs have been fixed.

+1 vote     reply to comment
RavenTheKiller
RavenTheKiller Jan 16 2014, 3:40pm replied:

It is but I wonder why can't it be fixed for original version(v1.0000).
Sorry I'm not that good in English so I can't exactly explain what I want to say...I hope you understand.

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jan 16 2014, 3:56pm replied:

Oh I know what you're trying to say. Well, that's because those changes were also made to the engine and that was updated. The engine update actually determines the patch number, not the gamefiles :)

+1 vote     reply to comment
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S.T.A.L.K.E.R. Shadow of Chernobyl
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GSC Game World
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