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 graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does TK try to be like old beta or alpha builds of SoC, TK aims to enhance everything SoC already has - nothing more, nothing less.

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Blog RSS Feed Report abuse Latest News: Final path TK will take

6 comments by ketxxx on Jun 3rd, 2014

Alright, after much contemplation and feedback from all of you I've decided on the path TK will take and what I have planned for future mods.

So, lets begin with TK and where its heading.

A lot of you have probably noticed with the RC build that its very stable, is virtually bugless save vanilla problems theres no real fix for (such as controller animation CTD). For the most part TK has met the initial design brief I laid out for it, which was to bring cut features back, vastly expand on existing content, and generally overhaul everything from graphics and gameplay to AI, all without messing with the existing story.

I made things hard for myself, working within existing boundaries is far more difficult than just slapping extra bits and pieces on. I think the results speak for themselves though, if theres a single aspect of TK thats unbalanced I don't know about it.

Heres what I've decided to do; I will finish the remaining loose ends of TK, completing the original design brief in the process. I will also overhaul the entire mod to make sure its as lean as possible in both operation and execution and TK will be duly updated with DS2.0 when released. If I can make TK a little more friendly to less powerful systems I will and once I have done all of that I will release it as TK: Singularity with that fabled "final build" tag.

TK was always meant to be the ultimate completion mod for SoC, and it will be just that.

Whats planned for the future after TK?

Well, I'm already working on the future. Currently I've started some work on a Lost Alpha mod that for the moment has the title Ground Zero: Liberation. I haven't decided if I will give it its own mod page yet or just use the TK mod page for it. Due to how incredibly bugged LA currently is I'm not even going to bother changing many advanced things until the game has had at least 3-4 patches, but that doesn't mean what I'm currently doing isn't significant - it is. I'm retexturing the entirety of LA which at this time is probably about 60% complete and the textures are based on a purely vanilla LA so they will slot right in. You can expect the zone to be a much more ominous place to explore as well as a far more beautiful place.

For now, I will leave you with a teasing screenshot of one of the retexturing aspects that are complete - the water. You can see a full HD image here;

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TK Pre-RC build 1-3-14 update

TK Pre-RC build 1-3-14 update

Apr 17, 2014 Patch 14 comments

First update for TK build 1-3-14, see full description for details.

TK:Singularity build 1-3-14 P1/3

TK:Singularity build 1-3-14 P1/3

Mar 3, 2014 Demo 8 comments

Part 1/3. Be sure to check the readmes and user manual. For SoC v1.0005. Download broken into 3 parts to make it easier on those who are bandwidth challenged...

TK:Singularity build 1-3-14P2/3

TK:Singularity build 1-3-14P2/3

Mar 2, 2014 Demo 0 comments

Part 2/3. Be sure to check the readmes and user manual. For SoC v1.0005.

TK:Singuiarity build 1-3-14 P3/3

TK:Singuiarity build 1-3-14 P3/3

Mar 2, 2014 Demo 0 comments

Part 3/3. Be sure to check the readmes and user manual. For SoC v1.0005.

Post comment Comments  (180 - 190 of 362)
gkmn Aug 2 2012, 4:21am says:

hello ketxxx,

you can change the hand texture and hud? like metro 2033 something.

sorry my english. :)

+1 vote     reply to comment
ketxxx Jul 27 2012, 6:25pm says:

If anyone is interested, check out the latest screens for the zone crumblers the fans wanted.

+3 votes     reply to comment
SuaerBricker Jul 7 2012, 11:38pm says:

Ketxxx, amazing how you made this mod progress. Good Work.

One question though, how far have you managed to improve the AI regarding combat/Normal tasks?

Oh, and what happened to your planned feature of some NPC's going "rogue" when you turn your back on them?

+1 vote     reply to comment
ketxxx Jul 8 2012, 8:21am replied:

For combat the AI is pretty smart, on more than one occasion I've found myself pinned down because enemies have sneaked up on me in the dark, or been in combat only to find 2, 3, or 4 NPCs have broken off from the main group and flanked me. I've also reworked the stealth a bit, its easier to sneak up on enemies and knife them but their vision and sound perceptions haven't been compromised. Rogue NPCs are still in the mod too as they have for some time now ;) Key NPCs should always be friendly to you so the danger of them turning on you is minimal to none, other NPCs weather they are loners, military, duty etc will turn on you at random, so watch your back ;)

+3 votes     reply to comment
SuaerBricker Jul 8 2012, 4:38pm replied:

Do others react if you kill them?

Or, as I think, you assign them to a new "group/array" so as not to create enemies after you've killed them?

+2 votes     reply to comment
ketxxx Jul 11 2012, 10:07am replied:

That question requires a rather complicated answer, so I'll explain it as simply as I can. Largely (but not totally) enemies you make depend on THEIR rank and reputation. However other factors also play into effect such as if they get into a fight, do you help them or don't you? Some other NPCs can also become neutral or friendly toward you based on a current situation, eg; the military attacks the rookie village. If you remain neutral (don't shoot at the military) you will have a minimum of hostiles to take care of. That nutrality has a downside though, the rookies in the camp will expect you to help them because you are friendly with them, if you don't your goodwill / reputation is hurt with them and a few of them might start shooting at you as well as a few military guys. If on the other hand you start gunning down all the military when they attack (especially neutral or friendlies) you will soon get the attention of all the military wanting to gun you down. The same rules apply for all factions, but because of the condition that enemies you make are based on their rank and reputation, theres always those NPCs that might appear hamrless to start with then start shooting at you when your back is turned, think of them along the lines of assassins. This system also "manages" factions, so if you kill lets say a duty guy who is a enemy toward you, that won't instantly make you a enemy of every duty NPC. You can also "repair" your own goodwill and reputation with factions by doing jobs for them, and helping out wounded NPCs of that faction, etc. Despite how elegent this system is, it does have one flaw, bandits will attack anyone and everyone, although I look at this now more as a feature than a flaw as it simply saves the player from having to shoot a million bandits every 5 minutes.

+2 votes     reply to comment
lol3r_86 Jun 20 2012, 2:13pm says:

Am i'm o;y one that noticed small bricks at Cordon i mean house ruins right to wolf and bomb shelter right next to fire camp?

+2 votes     reply to comment
ketxxx Jun 20 2012, 6:57pm replied:

That isn't something that can be helped really because of how SoC tiles textures.

+2 votes     reply to comment
ketxxx Jun 14 2012, 6:05pm replied:

The update for 1.0005 and 1.0006 is just so everybody can play TK. Don't worry though as the download of the new TK build will be for 1.0004 ONLY and 1.0005/6 compatibility will be via a patch I'll release at the same time. Its recommended to play TK with patch 1.0004 as it gives the best visual experience. Patches 1.0005 and 1.0006 actually reduce graphical quality, which is obviously bad, and also remove the dense grasses of 1.0004 as the modded renderer isn't compatible with 1.0006 versions of SoC.

+1 vote     reply to comment
rickpnick Oct 24 2012, 7:48pm replied:

Hey Ket
Just browsing back through these old comments, trying to see who's playing your mod, and how they're liking it...
And then I ran into this comment of yours, so I gotta ask...
You mentioned that 1.0004 is actually better for graphics, so why did they make the patch to 1.0005, and why did they reduce graphic quality? Most importantly...when I install your mod, it'll be to a clean SHoC install, should I just update to 1.0004 and not 1.0005?
Thanks for any info you can give me.

+2 votes     reply to comment
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