Get out of here, Stalker! Just joking friends, come in and enjoy my constantly growing profile. This is the list of the games I play: S.T.A.L.K.E.R. series (favourite), Far Cry series (also one of my favourites), Crysis games (nice graphics), Assassin's Creed series (#1 games when it comes to atmosphere and history), GTA (especially San Andreas), Borderlands 1&2. Oh, and I'm addicted to World of Tanks right now... Feel free to comment my images!

Blog RSS Feed Report abuse S.T.A.L.K.E.R. Modding - Understanding the modding system

0 comments by loner85 on Dec 7th, 2013

Hello, it's me again :D Many "new" STALKER gamers are maybe wondering how the modding system in STALKER actually works and how it differs to other game modding.

First, you unpack the default main database, which is stored in the gamedata.db0 - .dbc files in the main directory of the game, to make every data visible. If you want to alter something in these extracted files, you have to make a gamedata folder in the main directory and put every altered file in that folder to make the game use it in the way you changed them. So, basically, the gamedata is NOT the whole game itself, it JUST contains the modded files.
Deleting for example the "characters_voice" folder in "scenario" will make the game use the default dialogues again.

STALKER modding differs in some ways to "normal" modding. In normal modding you alter the game files itself, so a loss or a f*cked-up file would be game-breaking. In STALKER modding, you create an altered "copy" of the desired file which the game uses then, and if that "copy" gets deleted, the game will use the default "normal" data.

It's very complicated to understand, but very simple to remember once you got through it :D

S.T.A.L.K.E.R. Shadow of Chernobyl database unpacker: Moddb.com

S.T.A.L.K.E.R. Clear Sky AND Call of Pripyat database unpacker: Stalker.filefront.com

If you have any further questions or want to correct something, just use the comments section!

Cheers,

loner85

Report abuse Misery 2.0 - Survive!

19 comments by loner85 on Jul 31st, 2013

Hey, guys, loner here.
I'd like to say a few things to this new mod, yea, you may know it: Misery 2.0. It finally happened!
But many people are not even getting past the first mutant pack welcoming them to the Zone. So I, as a zone veteran, will give you rookies some tips for how to survive in this Misery.

  • FIRST LESSON: LEARN YOUR AMMUNITION

Pistol ammo: Used for pistols, machine pistols and submachine guns. Little to not armor-penetrating, the benefit is the high hit impulse at armored targets.
Provides good damage against little to non-armored targets like mutants and bandits as well as rookie STALKERs.
Not effective against armored targets, only to keep them at a distance.

Rifle ammo: Used for hunting rifles (12x76mm variant), assault rifles, carbines and sniper rifles. Medium to high armor penetration.

Shotgun ammo: Used for shotguns...that was easy, right? Superior to pistol ammo in close-quarter. That again means that buckshot is most effective against mutants...or some dumbass bandits. Not armor-penetrating at all, but nice to keep enemies at a distance and/or hurting them. ONLY for close range, you can forget everything above 30m.
Special tip: Carry at least ONE gun with you which uses pistol bullets (or buckshot), as a secondary weapon against all un-armored surprise. As a primary weapon you should use a rifle-bullet using gun for armored targets.


  • SECOND LESSON: SURROUNDINGS

Always keep an eye on your surroundings, make use of everything you can find. Place stashes intelligently if you know you might have to flee fast, or if you have too much mutant parts to sell.
GOLDEN RULE: If it's hostile, you kill it. Be it a loner, be it a mutant. If you can't avoid it, you eiter flee or fight, depending on your current state of ammo.
Special tip: Start the game as a sniper. You will need the scope and the long-range tactics, and the overall balanced stats.


  • THIRD AND LAST LESSON: TACTICS

As above mentioned, an important element is placing stashes on the right spots. For example, if you want to approach enemy territory, then you'd better make a stash where you put in some medical items and a shotgun/pistol. If you flee then (what you WILL do), you just collect the goods you stashed and continue your way back to your main base.
Very important is the use of weapons in a fight: If you are going to fight in buildings it is more recommended to use a fast-firing carbine or SMG than a sniper rifle. If you are fighting on longer ranges a sniper rifle (semi-automatic) is recommended. If you are just strolling around (that you actually shouldn't do, you should have an objective) a pistol/sniper combo is recommended (bolt-action sniper, more reliable than others and you won't need to fire fast and much if you spot your target early).


 

Loner over and out,

Cheers

PS: Stop whining, b*tches. Misery 2.0 is hardcore, get used to it. With a little common sense you get through this misery!


Report abuse Crysis 3

0 comments by loner85 on Feb 23rd, 2013

Finally got Crysis 3, so I will write a little sp review :)

The first minutes of the game were kinda...laggy, so I reduced the graphical options to "high". Unlike Crysis 2, you have more options to play with, providing an more individual setting perfectly fitting your rig. After that, I could start the real game. First impression: The CryEngine 3 is doing perfect work, lightning and atmosphere are very impressive. After that I realised that Crysis is now more about stealth actions, sneaking past enemies. So, after spending the first minutes mostly in the stealth mode, I got in the first real combat: I got detected. In the fight I had to quickly get used to the weapon handling, which is a bit unbalanced. Well, after these thrilling first five minutes of the game, all I can say: Outstanding graphics, more personal settings, impressive atmosphere (not that post-apocalyptic like in S.T.A.L.K.E.R. but almost comparable) and a unbalanced weapon handling as a con.

Rating: 8.5/10

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