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It's completely random, but marked stashes (from quests and whatnot) have a higher chance of having more rare items.
Like Drago said, 1.5R6 is about as stable as the current official version, just don't get too attached to your playthroughs as updates generally come out pretty fast until it reaches an official state.
So how did you guys all think of your username?
In my native language's accent, "Stokker" is actually how you pronounce "Stalker" (stoe-care, not stock-er.) I wanted a name that seemed like it was simple, but actually has a bit of creativity under the surface.
What about you guys?
If you wanna play renegades just play bandits...
Exactly! Why crash to desktop in a game when you can do it IRL?
-grabs a few dozen bottles of vodka-
I see this requested a lot, and I request it on occasion myself. It would be really neat to have.
My only monitor-related problem with this game is that I can't use Dynamic Super Resolution. The game reverts to the previous resolution.
This is the shitposting that I live for.
Well my friend, boring is subjective. Personally for me, I enjoy the desolation. I can enter the Jupiter complex and enjoy every second of it even if I don't actually find any enemies or allies there, because of the atmosphere. Also, it is faithful to Roadside Picnic and the Stalker film to not have many occupants within the Zone.
When it is just you and a long stretch of radiation-filled loneliness, the game takes on a different, more pure "flavor."
But, subjectivity aside: I know what you mean. In the options you are able to not only increase the population of Stalkers but the population of Mutants as well. Increase them as much as you like, to a cap of 2.0, which I think is more than double the default amount. You may enjoy these options. And make sure you are playing the latest version, because it should have underground a-life even if there is not a lot of it.
I think the reason why they put the Pripyat maps below the NPP is an artistic reason. The main games have had a consistent theme of "the farther north you go, the more dangerous the game becomes." I think Team Epic wanted to keep that theme. While yes Pripyat is north of NPP, it's better for it to be south in the game because the NPP is the most difficult and most dangerous and most REWARDING area in SoC. You are always "in its shadow." As for whether or not it makes the map look "ugly"...well...I can't say I've ever seen that complaint before, nor have I experienced it myself. This is about as subjective as subjectivity could possibly become. I have no real response to this statement.
Also yes, you are right, it can be a bit closer to perfection. Hell, I make suggestions almost every day! And I love to do it, because I love the game and I want to see it get better (even if it's not because of what I say.) That is the beauty of a mod like this. Will Call of Chernobyl ever reach a state in which it is a "completed project" and will no longer require updates? Maybe, but I think that Team Epic are the type of people to still work on it and add to it even after, even IF, it reaches that point, because they love the game and our community that much.
@ Sergio I think that may be intentional though. If you had to sleep every 10 in game hours, with fatigue being affected by carry weight, it wouldn't make for very fun gameplay. The current sleep deprivation mechanic is fine, because it doesn't have too many metrics. It's mainly just time and consumable items. This is the way it should be, because if you are not careful when designing it, you could end up having to sleep every second or so.
As for drinking, I wouldn't really be opposed to that, although I think the reason it was never included in the main games is because it would add additional carry weight which is already a mechanic that is tricky for the player to play around. GSC was probably like "having the pressure of having to eat now and then is good enough." Because you have to think of it from the perspective of the game developer: When you have a limited inventory that is full of ammo, grenades, weapons, health kits, anti rads and food, also needing to carry water with you may be the straw that breaks the back when it comes to how much fun the player can have looting and stalking.
It is also compounded by the fact that the original games were not entirely sandbox-oriented like Call of Chernobyl is. They had a campaign that required completion, so they needed to ensure that you were able to do that, to move forward on that goal.
If you haven't tried it, OGSE requires you to drink water as well as eat. It was not too intrusive, but you still had to think about it. Water bottles had multiple uses, so you could carry one half pound water bottle and drink from it 3 times in a single expedition. This balanced the weight with the fact that you needed the water. If water was to be implemented into CoC, whether it was a core addition or an addon, I am under the opinion that it should be implemented the same way OGSE did.
On a side note; OGSE is a great mod. Most atmospheric SoC I've played. Worth looking into for anyone who enjoyed the first game.
Thank you :)
Is there a version of the Military Skat 9 suit that was originally in Shadow of Chernobyl? I prefer the visual aesthetics of that one over the version with the more typical-looking gas mask.
For those who don't know; I'd like this -> Vignette.wikia.nocookie.net
And this is the one I see in game instead -> Vignette3.wikia.nocookie.net
You could give them separate stats, or let them have the same stats just for the sake of variety. Personally I prefer the original look more because of the mask. It looks a lot more like a unique commando rather than a regular trooper.
Great mod, it makes me really happy and it makes the Zone feel a lot more realistic and alive when areas can be taken by other factions and when there are no travel restrictions on the NPC's. This is a must-have mod for me.
However, I seem to be having trouble capturing the Rookie Village for the Military. No matter how many soldiers I bring to Rookie Village, they do not want to take the area, and more Loners will spawn instead of Military.
Duty considers them trophies and will buy them from you at a pretty good price.
It's your choice, that's why they are addons. Pick whatever ones you want.
Thought you guys might enjoy my snapshot. Youtube.com
Some factions have working death sounds and some don't, and the ones that do are missing a few of them.
It makes sense if they get stealth knife killed or headshotted for them to not make a sound. Aside from those situations, I too would like the sounds to be fixed.
I like this idea. I feel like it can be tweaked in a lot of good ways.
Would it be better to make them killable?
If I'm travelling to a (hypothetical) military Mechanic at the base in Cordon, only to see that the base has been overrun and taken over by Monolith for example, I think that would help make for interesting gameplay.
Mainly, I feel like it would make more "sense" for main bases _aside from your own_ to have the same core members (quest giver, mechanic, trader, etc.) and if that has to come at the price of these NPC's being killable - then I am willing to pay that price.
I do not want to lose immersion. Like if I was playing Loners and I wanted to take over a military base, but I couldn't because there were invincible traders in there, I would be a bit upset. I would not want them to be invincible.
If the NPC's remained coded as they are (invulnerable and stationary) then I agree with you. I completely agree with you; I would not want there to be traders at every base if they were not killable. I would like to feel a need to protect these bases, and come across interesting gameplay and dynamic, divergent storylines that would result in realizing that one of them have been overrun by mutants or captured by an opposing faction - due to the invincible NPC's no longer being invincible.
I would also like to see traders of opposing factions. Not to interact with them, but as another target when attacking their base. It would be like another way for the game to tell you that this is an important area for the enemy faction, and provide a bit more drama to the assault. However, it would only really be enjoyable if they would fight back.
Forgive me if this is part of 1.5 already as I have not tested the unreleased version yet, but I'd like to suggest there to be traders and mechanics in other bases of your faction aside from the one you spawn with.
Imagine if I'm Military and I started in Agroprom, and I travel over to Cordon, picking up loot along the way. Instead of having to go back to the Agroprom base, I could just sell my stuff at the Cordon base. Maybe even make another personal stash there.
I think it makes a lot of sense, especially since factions like Military only have one Mechanic (which is in the base you start in) so there's no point in getting toolboxes after getting all 3, which would otherwise be very valuable to a playthrough.
I think it's okay for there to be only one primary quest giver (which is in the base you spawn in), but I would also understand if all faction bases had a main quest giver too, in addition to traders and mechanics. It would also give another reason to travel across your faction's bases, to get more quests. Either way is fine with me.
I think the Loners have it the best because all of their main bases already have quest givers and mechanics and traders. It doesn't make a lot of sense to me that I could play as a Mercenary and go to another main Mercenary starting area and not find a dedicated trader/mechanic/quest giver when they would be there if I had chosen that area as my starting location.
Also, Military seems to be missing an NPC to take PDA's. Not sure how many other factions are also in the same predicament.
Hud FOV 0.45
Resolution 1920x1080 24''
Can we also have a "dangerous mutants" and a "anarchists" mod?
I remember seeing the trailer for 1.4's release and being rather excited for it. Will 1.5 also have a trailer?
Along with the patch notes, it would be a nice and quick way to show some of the larger or more interesting changes and additions.
Would it be possible for non-CS maps to have Smart Covers in the future?
Is there a bug with the "Delayed repairs" function in 1.4.22? It seems that the more I give the mechanic to repair or modify, the longer each job takes. Right now, after picking up a newly modded weapon, he says I have to wait 65 hours for my pistol. For a single modification on it.
I think there is an error somewhere, where the game is supposed to see that it should take 65 hours _in total_ for the upgrade to complete, but instead the timer _only starts counting down_ after the previous item is complete. And so on and so forth. I could potentially be waiting over 100 in-game hours for my final items to be done, when everything should already be done by that time.
OGSR-mod.org is a dead link, and I can't find anything else about OGSR. Is it in development or has the team disbanded?
Makes sense. Thanks man.
It seems there's no crash log. Interesting.
I don't really mind it as I'm not too attached to my current playthrough. I'm just "playing" while waiting for an official 1.5.
Speaking of which, since 1.5 is standalone, I'd need to reinstall Call of Pripyat to install 1.5, correct? Since it is not a patch for 1.4. Logic says so, but I thought I'd get it clarified.
As for getting rid of 1.4, I don't see an uninstallation exe anywhere. I assume just deleting the folder will suffice.
I think the Mil Mi-2 is already in the game. It's the "weaker" version of standard helicopters that only begins showing up after you take down enough Hinds.