TK build 3-10-12 complete update 3
Jan 23, 2013 Patch 2 commentsTK build 3-10-12 complete update 3, see description for full details.
The envisionment of TK is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. TK aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to texture replacements / enhancements for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul - all without breaking the story. I want to deliver a mod which anyone who plays it will have their breath literally taken away by its sheer quality, attention to detail, and being the only mod players may well have to keep a spare pair of pants handy!
8 comments by ketxxx on Feb 23rd, 2013
Thats right dear readers, TK is preparing to leave the beta stages and enter the RC (Release Candidate) stages. In the upcoming build you can expect the following;
- All bug fixes & improvements of previous TK updates
- Native compatibility for patch 1.0005
- Complete HD textures, including the replacement of placeholder textures
- Optimised textures & bump maps
- Additional fixes & improvements since the last TK update
- New blowout system (NPCs will run and hide for cover, additional safehouse locations, marked on the map)
- Implemented cut mutants (at long last, you'll see significantly increased mutant activity after a blowout)
- Even harder difficulty (TK never has, and never will be for n00bs)
- Tweaked visuals for even more realism and immersion
- Enhanced story (adds more details)
- Perhaps one or two extra things for immersion but as yet they are top secret ;)
Make no mistake, the next build of TK will be highly optimised but you will need a powerful PC to run it, the new build will be the most demanding to date. As such, the following can be taken as a baseline minimum;
i5 2500k CPU @ 4.2GHz+
1GB GTX460 highly OC'd (900 core / 4200 memory or better)
TK build 3-10-12 complete update 3, see description for full details.
Upscaled bump maps for TK2.Zero build 3-10-12. Upscales bump maps for NPCs, mutants & weapons for the very best visuals.
All-in-one update for build 3-10-12, see description for full details.
This update makes TK build 3-10-12 compatible with 1.0006 versions of SoC. See description for full details.
Build 3-10-12 complete update 1, see description for full details.
This update drastically reduces the probability of traders selling weapons, armor and medkits making such items much more OSP (On Site Procure).
also,150 kilos is waaaaaay to much to carry.In rest,i love your mod man.I really looked a lot for a SoC realism oriented mod.
Carry weight is very much personal preference, in the case of the beta build its 150kgs so myself and my playtesters can get through things faster without having to backtrack all the time. Once the build gets to a more final state carry weight will be 80-100kgs.
the carry weight increasing slightly with stronger suits and in someway suggesting that one has more room to store equipment i think is a great idea. Perhaps having ruck sacks are some kind of stash box that one could drop to store loot might be an idea.
Do you think in Shoc it is possible to say have a sleeping bag positioned on a bed at certain points in the game and in different places, so that one could activate it and the sleep in a safe place perhaps, i know in Shoc that one can sleep just about anywhere without the threat of that sleep being interrupted say by an enemy mutant are bandit or soilder and attacked; the reason i suggest maybe having points of rest throughout the diffrent areas may add a feeling of realism in the sense that you have to make it to and sleep in a relitively safe environment, what do you think?
Would just like to say great mod by the way i am really enjoying playing through Stalker again with this mod, so thanks for your hard work, really appreciated.
I have a sleeping mod like that being worked on. The problem with all sleep mods is that they mess with any other script that uses a timer (such as blowouts) so the problem comes on how to make a sleep mod seamlessly work next to a blowout mod. Its a issue I'm looking at. Keep your eyes peeled for the RC TK release, its not overly far off ;)
Ayo,this is probably the best mod for SoC out there.It makes for an almost perfect survival feeling.2 things though:The prices are too low.They need to be tripled(in my opinion of course).The second,the character should get hungry more often,maybe like 4 times a day.Will you add this in the next update?
I'm always analysing the builds I make, prices might seem cheap now but thats only because the build released to the public doesn't have all the gameplay elements and is missing things such as more aggressive mutants and a lot of mutant spawns, both of which should be in the next build I release. I never looked at making the player get hungrier faster but from a realism point it makes sense that the player should get hungry a good 3 times a day. As long as I don't forget, I'll look into making that happen for the new build.
Dude, I think we progress bitching via PM, I guess WE are spamming the mod page now. BTW you have a friend request...
I has friend request? I don't see any :S and your already added :p
But...I don't see you in friend list anywhere...
That.. is really weird because your in mine :S