Global mod for STALKER SHoC, intended to recreate a highly atmospheric Zone with highest possible quality, stability of the game, rich gameplay and loyalty to the canons of the Sci-Fi genre.

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Some questions, statements and suggestions for OGSE (Games : S.T.A.L.K.E.R. Shadow of Chernobyl : Mods : Old Good STALKER Evolution : Forum : OGSE 0.6.9.2 questions : Some questions, statements and suggestions for OGSE) Locked
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Apr 13 2014 Anchor

First, I'm really enjoying this mod. I love how you added the features and actually embedded them in The Zone, and not just left them there.
The psi-surges after the blowouts are an amazing touch, just as are the new quests that incorporate the new/cut mutants or even the quests that you resurrected (loved the Gordon Freeman quest, really nice touch also in the details you added to it).
Putting it simple, the content you brought back and the one that is all-new was really a great accomplishment. There are many new features and every event has dialogue and actions on it (being drunk, psi-surges, etc.). The new items are actually useful and using artifacts is finally justifiable. The new weapons and their variations are also spectacular.
The Zone feels more alive.

For the record:
In the storyline, I just deactivated the Brain Scorcher. Now I'm just doing some quests/stuff.

Now, on with the questions:
1-» Which of the Sidorovich/Barkeep quests are redundant? Some disappear for a while but then comeback. I just want to know if there is an "end" for those.
2-» To be able to play in Freeplay, I need the real ending right?
3-» What new content/questlines does Freeplay bring? I've finished all of Sid's "special missions" and I wonder if there are any more post finishing the game.
4-» How do I merge artifacts?
5-» Zombifying and joining the Bandits is only possible in Freeplay?
6-» I think I read in a thread somewhere that there is a Military Warehouses-Dark Valley passage in OGSE. Is there? How to get it's information, 'cause I don't have it on my map.
7-» The DOCTER sight is for the AK-47, right? I've been carrying the sight for some time now, but I need the weapon.
8-» Nearly forgot this one. I've got a problem with the Gauss Rifle and the Barkeep's special sniper. I can reload and unload them. Though, the crosshair in the one of the binoculars and either left or right mouse-clicking will make the weapons zoom in and not fire a single bullet. Note that there also is no ammo counter.
9-» What can I do with cigarettes?

Some statements:
1-» I believe it was already said, but there is indeed a bug in getting Freeman's crowbar. You can't save anywhere after you enter Wild Territory before you get it. In the Bar, just save in the barricade in front of the entrance and then storm your way to the crowbar.
2-» Only problem I've had yet during my playthrough was the disappearance of Plichko (guy at Duty's base entrance). Now, the Barkeep has granted me permission to enter Duty's base (after X-18 I guess), though, there's a nasty bug. I enter, do whatever I want and Duty won't bother me, ever. Problem is, when I leave, I have all the Loner's in Rostok just waiting to shoot me dead. I had to sprint to the Bar a bunch of times and bribe them to leave me alone.
3-» Those shaders... Wow! Just beautiful. They make the game even more awe-inspiring.
4-» There are some places in which the game sometimes crashes, though, it's only in those actual places. Not in any other special occasion. Kinda annoying.

Some suggestions:
1-» I believe version 0.6.9.3 is already nearing it's release so I'll think ahead to 0.7. There was this GarScape thing (Garbage + Cordon in one map, listed in the addons tab of the mod) in which Kamikaze, back in 2011, stated one of the objectives for 0.7 was to merge maps, like that particular example. He also spoke about merging a dictrict from CoP to SoC's Pripyat. With this in mind, I think that you guys, if going through with this, should also add Dead City and Darkscape to the mod. I always felt that SoC's map felt unfinished without those.
2-» As one of the main objectives for 0.6.9.3 is to add new content to the game (questlines!), I think the prior additions would be really awesome for some new content, mainly Dead City. Even more content for 0.7.
3-» I think that vodka should at least reduce radiation a little, even though it protects you from psi-effects.

That is it. Sorry for the overwhelming read, but I just wanted to know some things and express myself, like many others do ;)
Thanks.

Edited by: Capt.Host

Apr 14 2014 Anchor

Answers on your questions:
1 - Sidorovich/Barkeep/Voronin/Lukash quests depends on your progress in the storyline. Cyclic quests also present in this mod as in the vanilla game, but this cycle was increased to 1 month. However, due to some limitations in the internal storage you can see that many quest cycles are resetting.
2 - Right.
3 - In the so called Freeplay you can go to the Barkeep and start the new additional storyline - Megadeath. You will be investigating some unusual events in the Zone without any clear tasks. This storyline requires the ability to use logic :)
4 - You can't - it's the Sakharov who can.
5 - Zombifying and joining the Bandits and other factions are possible at any time, but for the those periods of time which won't harm the main story. To leave any faction you have to zombify and ask help from Sakharov.
6 - All passages are listed here: Moddb.com
7 - The DOCTER sight is for the unique AK-47 Dream.
8 - This n=means that you somehow managed to not install the BIN folder with modified xrGame.dll. Reinstall the mod.
9 - Smoke them :D

There was this GarScape thing (Garbage + Cordon in one map, listed in the addons tab of the mod) in which Kamikaze, back in 2011, stated one of the objectives for 0.7 was to merge maps, like that particular example.

0693 will be the last version of OGSE. Kamikazze and some other devs have left the team - they just tired and has no free time anymore.

Edited by: SimplyYuri

Apr 14 2014 Anchor

Thanks for the support Yuri.

This n=means that you somehow managed to not install the BIN folder with modified xrGame.dll. Reinstall the mod.

Damn. Looks like I managed to screw up. Must have been Steam. Tell me then:
Will I need a new game as I'm going to correctly reinstall the mod and the .dll will be different?

All passages are listed here

Well, looks like my Military-Valley passage information didn't trigger then, as I don't have it.

0693 will be the last version of OGSE. Kamikazze and some other devs have left the team - they just tired and has no free time anymore.

I knew something was not okay within the development. I mean, what should have been a small patch (0962 to 0963) has now been 3 years in the making.
Though, the last graphical features you've showing off and the new content you've been saying that's coming in the next version will be more than enough for me. Those graphics are promising to be astonishing and I'm sure there's a lot more in store for us.
I hope you guys allow other modders to use OGSE as base, because this is a super improvement over the now kinda old OGSM Ultimate.
Also, if you need english translators, count me in ;)

Edited by: Capt.Host

Apr 14 2014 Anchor

PHCG wrote: Will I need a new game as I'm going to correctly reinstall the mod and the .dll will be different?

Honestly, I don't remember. However I think that new game isn't needed.

Well, looks like my Military-Valley passage information didn't trigger then, as I don't have it.

Try to enter Military one more time.

I mean, what should have been a small patch (0962 to 0963) has now been 3 years in the making.

It's not a small patch, it's entirely another game on a completely new technology level. And has been developing more than 4 years. Some of the quests will remain undone - there's nobody to finish them :( But all the resources will be left in the mod.

I hope you guys allow other modders to use OGSE as base, because this is a super improvement over the now kinda old OGSM Ultimate.

Sure.

Also, if you need english translators, count me in ;)

It will be most welcome because the translator also left us. So the mod will be released only in Russian version and we hope that you and some other enthusiast will translate it to English.

Apr 14 2014 Anchor

It's not a small patch, it's entirely another game on a completely new technology level. And has been developing more than 4 years. Some of the quests will remain undone - there's nobody to finish them :( But all the resources will be left in the mod.

Exactly. What I meant was that initially 0963 was just going to be a small update. Now, 4 years later, it has grown beyond that, and will be entirely something else, as well as the final version of OGSE. I'm sure it will be a great "ending" for this mod.
I can't wait to see what other modders will do with your team's work. The technological breakthroughs you've been making with the X-Ray engine are awesome.
I really hope someone completes those unfinished, and therefore cut, quests. I'd also really love if someone added Darkscape and Dead City, and also merged some levels. ;)

It will be most welcome because the translator also left us. So the mod will be released only in Russian version and we hope that you and some other enthusiast will translate it to English.

Of course. Whenever you need a translator, PM me or just announce in the mod's page. I'll be watching and waiting.

An once again, thanks for your help and sincerity, Yuri. You're always here for the community.

Edited by: Capt.Host

Apr 14 2014 Anchor

I'd also really love if someone added Darkscape and Dead City, and also merged some levels.

These locations are already in our mod. Darkscape are covered by intresting quests but Dead City (more concisely, City-32) is not covered by the quests so far.

Apr 14 2014 Anchor

These locations are already in our mod. Darkscape are covered by intresting quests but Dead City (more concisely, City-32) is not covered by the quests so far.

Oh, great! So you actually added some more areas. You hadn't said so when I first suggested it, that's why I didn't know.
Darkscape was an enormous chunk of map that was just there. When I looked at that road for the first time, after I left Dark Valley, I was like "did he just walk all that?".
Dead City (why City-32?) was also in the map and it was also kinda missing as there was a gate to it's road in the Warehouses map.

Apr 14 2014 Anchor

So you actually added some more areas

Darkscape: Moddb.com City-32: Moddb.com and Moddb.com Don't pay attention on the autodoctor - this device was totally revised. Moreover, all vanilla locations was refactored. Some images and video see in corresponding sections.

Edited by: SimplyYuri

Apr 14 2014 Anchor

That is great news!
Once again, I want you to count on me for the english translation.
Thanks, Yuri ;)

Edited by: Capt.Host

Apr 16 2014 Anchor

Well, isn't this sad news...
Also disappointed that this won't be released in english. The translation for 0.9.6.2 is there, so I hope someone can update it for the upcoming build.
Anyway, the current features still make this one of the best SoC mods yet.
My only request is that someone tell us what we'll be getting from 0.9.6.3 - what's already finished and what won't make it.
Indeed, I hope someone can continue your impressive work. Cheers :)

Edited by: siftheadz

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