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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2 comments by ketxxx on Sep 12th, 2014

Not been long since the other update has it? ;) I've had a bit more free time recently than normal so I've been able to crack on with TK. The latest batch of changes are largely "under the hood" changes but I'm sure there are many out there who will appreciate the changes made.

- Adjusted impact force of bullets and grenades by caliber. This should result in much more realistic reactions from NPCs when hit \ head-shotting, no more over-the-top "hollywood" deaths although you will still feel very satisfied when you pop a bullet in a NPCs skull from a sniper rifle or blow them to hell with one of the grenade launchers, RPG or regular grenades ;)

- Completely overhauled weapons sounds, there is a hell of a lot more variety now including when you simply holster / draw a weapon and reloading. The reload sound of the RG6 especially sounds damn sexy imo ;)

- Edited ambient sounds to include some more variety for certain levels

- Added rats back into the game (not tushkanos!) they have a nice natural life and react and behave as you would expect rats to. You will also only largely find them in areas rats typically live such as underground areas and sewers.

- Multiple refinements for general X-Ray stuff, just made things a bit more efficient in the overall running for a smoother experience and ironed out hopefully the last of the quirks.

- Added the OTs-27 9mm and M79 grenade launcher in addition to the T-134, Bizon and Mac10, as well as updating trader lists and giving the weapons to certain NPCs. You will not find any player advantages vs AI here :p

- FN P90 and FN Five-Seven now use the proper 5.7mm ammo.

- Weapon descriptions have been edited to include info on the type of ammo they use for those among us who aren't gun nuts.

- Fixed the incorrect zoom values of the sniper AN94 and "cheap sniper" LR300. Also fixed a few other zoom values.

- Added suit protection info for some suits that got missed, also changed the name of the Stalker Suit to Sunrise Suit for continuity.

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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 388)
rickpnick
rickpnick Oct 26 2012, 8:53pm says:

Ok folks, I'm playing it...but DAMN, my system got "punked"!!
I thought I had a semi OK system: GTX 465; Intel duo-core 3Ghz; 4 Gig RAM.
This mod stomped on my system.
Time to upgrade.

+2 votes     reply to comment
rickpnick
rickpnick Oct 24 2012, 9:24am says:

Hey Ket

I'm a little confused, is the latest releases betas? The top of the page says release TBD.

Another question:
I've played Stalkersoup and OGSE, both for ShoC. Have you played these? If so, how would you compare these to your mod?

Thank you for the info
Rick

+2 votes     reply to comment
ketxxx
ketxxx Oct 24 2012, 9:50am replied:

TK build 3-10-12 is a beta, but its a solid foundation which I can bring up to final release through just updates. I haven't played any of the mods you mention because no mods I've looked at do the X-Ray engine justice (just look at the latest TK screenshots and compare them with any other mod) nor do other mods make stalker a real survival simulator incorporating real life survival strategies and techniques, TK does. Simply put, you can't bludgeon your way through TK making poor tactical choices like you can in other mods.

+1 vote     reply to comment
rickpnick
rickpnick Oct 24 2012, 7:20pm replied:

Ket

Thanks for the quick reply!

Your description sounds like this is "just what the doctor ordered!"

Now I have to find out if it is all that you said it is. A survival simulator is what I've been looking for.
I've played through many mods (for all three games)! I've found that I enjoy a mod that employs some sort of survivalist strategy. The more realistic the mod, the better it is!

Let me get this straight for the install:
first install TK 2.Zero build 3-10-12 - all five parts,
then the 1.0004 to 1.0005 compatibility update,
then the survival update (the harder - the better),
lastly the TK 2.Zero build 3-10-12 complete update 1. (I don't play multi-player, so I don't need 1.0006)
Is this correct, or did I miss something?

If this is as good as you say it is, my wife is going to be ******! (no, not the english "******").
Thanks
Rick

+2 votes     reply to comment
ketxxx
ketxxx Oct 25 2012, 9:25am replied:

Just install build 3-10-12, then install complete update 1. Theres no need for the other updates as they are included with the complete update. 1.0005 > 1.0006 update is only needed if you run v1.0006 of SoC, but 1.0005 is recommended for immersion (FAR greater grass density)

+1 vote     reply to comment
Seeker_of_Strelok
Seeker_of_Strelok Oct 24 2012, 12:04pm replied:

Stalkersoup and OGSE mainly change the game by either adding missions, items, weapons and companions, whereas Ket's mod seems to be a total re-balance and updated graphics without changing the story.

Feel free to shoot that out of the air, Ket.

SoS

p.s. - Replied to the wrong person, oh well.

+1 vote     reply to comment
rickpnick
rickpnick Oct 24 2012, 7:23pm replied:

Thanks Seeker_of_Strelok.
Have you played this mod out yet?
Rick

+2 votes     reply to comment
ketxxx
ketxxx Oct 24 2012, 2:50pm replied:

Thats another pretty accurate way to put it, but TK also includes new weapons and when I can iron out the bugs new missions / tasks too, but they are to beef out the existing story to make the game more engaging by having things explained in dialog rather than having to do a lot of boring PDA reading, but ultimately the mod is about realism in every way you can imagine. Knowing the Bios of mutants will be advantageous too in order to get hints on how best to kill them ;)

+1 vote     reply to comment
SuaerBricker
SuaerBricker Oct 17 2012, 9:55pm says:

Hey Ketxxx, could you please tell me in a pinch how you've balanced gameplay? I've found in the vanilla game or mods odd values for armors. Sometimes an Exo would have more radiation and less bulletproof than a Guard Of Freedom

+1 vote     reply to comment
ketxxx
ketxxx Oct 17 2012, 10:03pm replied:

In a nutshell, I've given great thought to armor properties, weapon statistics (rate of fire, accuracy, handling etc) bullet ballistics (armor penetration, dispersion, etc) on top of many many many other things far too numerous to list. In essence, everything has its strengths and weaknesses there is not really a "best" weapon / armor etc. I've done this so every kind of player can obtain the balance they want. Think of TK as a realistic simulator, not a mere game.

+1 vote     reply to comment
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