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!

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New roof texture New roof texture Fixed parallaxing
Blog RSS Feed Report abuse Latest News: TK prepares to leave beta stages

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)

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Downloads RSS Feed Latest Downloads
TK build 3-10-12 complete update 3

TK build 3-10-12 complete update 3

Jan 23, 2013 Patch 2 comments

TK build 3-10-12 complete update 3, see description for full details.

TK2.Zero build 3-10-12 Upscaled Bump Maps

TK2.Zero build 3-10-12 Upscaled Bump Maps

Nov 15, 2012 Patch 5 comments

Upscaled bump maps for TK2.Zero build 3-10-12. Upscales bump maps for NPCs, mutants & weapons for the very best visuals.

TK 2.Zero build 3-10-12 complete update 2

TK 2.Zero build 3-10-12 complete update 2

Oct 25, 2012 Patch 0 comments

All-in-one update for build 3-10-12, see description for full details.

TK 2.Zero build 3-10-12 1.0005 > 1.0006 update

TK 2.Zero build 3-10-12 1.0005 > 1.0006 update

Oct 24, 2012 Patch 2 comments

This update makes TK build 3-10-12 compatible with 1.0006 versions of SoC. See description for full details.

TK 2.Zero build 3-10-12 complete update 1

TK 2.Zero build 3-10-12 complete update 1

Oct 22, 2012 Patch 2 comments

Build 3-10-12 complete update 1, see description for full details.

TK 2.Zero build 3-10-12 survival update

TK 2.Zero build 3-10-12 survival update

Oct 7, 2012 Patch 0 comments

This update drastically reduces the probability of traders selling weapons, armor and medkits making such items much more OSP (On Site Procure).

Post comment Comments  (0 - 10 of 251)
ajbaj
ajbaj May 10 2013, 6:52pm says:

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.

+1 vote     reply to comment
ketxxx
ketxxx May 14 2013, 11:50am replied:

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.

+1 vote     reply to comment
slipkid69
slipkid69 May 15 2013, 7:39pm replied:

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.

+1 vote     reply to comment
ketxxx
ketxxx May 15 2013, 9:31pm replied:

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 ;)

+1 vote     reply to comment
ajbaj
ajbaj May 10 2013, 6:36pm says:

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?

+1 vote     reply to comment
ketxxx
ketxxx May 14 2013, 11:47am replied:

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.

+1 vote     reply to comment
loner85
loner85 Mar 6 2013, 2:37pm replied:

Dude, I think we progress bitching via PM, I guess WE are spamming the mod page now. BTW you have a friend request...

+1 vote     reply to comment
ketxxx
ketxxx Mar 6 2013, 3:17pm replied:

I has friend request? I don't see any :S and your already added :p

+1 vote     reply to comment
loner85
loner85 Mar 6 2013, 3:19pm replied:

But...I don't see you in friend list anywhere...

+1 vote     reply to comment
ketxxx
ketxxx Mar 6 2013, 5:39pm replied:

That.. is really weird because your in mine :S

+1 vote     reply to comment
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ketxxx
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