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: Progress update 25/8/14

3 comments by ketxxx on Aug 25th, 2014

It's about that time again for another fresh news update for TK, I think theres some new features veteran players especially will like so lets start from the top.

- Further optimised TK memory resources, XR3DA generally doesn't get above 2.2GB - 2.3GB memory usage now and on the texture front I haven't as of yet seen more than 1.5GB video memory in use so overall on both system and video memory counts thats a reduction compared to the RC TK build of anywhere between 300MB - 500MB+.

- Added new weapons, PP-19 Bizon, T134 Minigun, and the Mac10. As usual whenever I add new weapons various NPCs in the game will also carry these weapons. Its highly unlikely I will add any more weapons as I've patched over the few areas I thought were lacking and now there just isn't any further game world to add more weapons. The game itself just isn't big enough nor are there enough enemy NPC variations to introduce more weapons.


- BIG CHANGE! Simple, but significant. Ever wondered to yourself why is it you can strap grenades to your belt but not smaller type weapons? (as is done by some special forces units) well now you can! Instead of only being able to strap RGD5 or F1 grenades to "slot 3" of your inventory you now also have the versatility and choice to strap the Mac10, Bizon, or MP7 (the 3 smallest submachine guns basically) to the same slot as grenades. You can freely carry these submachine guns and grenades at the same time, the system will automatically equip whatever you picked first to fill the slot. Eg; you pick out some grenades they go to "slot 3" as usual, but if you pick out the Mac10, Bizon or MP7 first that weapon will populate the slot. If you want to change the default weapon of "slot 3" just drop them and pick the weapon up you want to be default in "slot 3" first. Oh and of course I've made the necessary script changes so these weapons can be repaired.

- Added more clothing options for novice stalkers to hopefully remedy the "twins" syndrome. I did exactly the same thing I did for the bandits. Variety FTW! :D

- Instead of being lazy and just adding weapon descriptions in their corresponding files I added them to the XML file instead. Just a cosmetic change really so you don't see quotation marks in-game for weapon names and descriptions.

- Fiddled with AI a bit more, smarter, faster... perhaps too smart...

Rest assured, everything is being gone through with a very fine toothed comb to provide the ultimate SoC experience. As I've said before, TK does not aim to be like any of the old alpha or beta builds, nor does it try to copy any other SoC mod. What TK does do though is enhance everything the retail version of SoC had to the extreme.

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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  (20 - 30 of 373)
Refragger
Refragger Jun 15 2014, 10:56pm says:

Ket, thanks for the mod. Am enjoying it. Did you mention blowouts?
Am not seeing any. Also, do you think I could slip in a repair kit mod,
without causing problems?

+2 votes     reply to comment
ketxxx
ketxxx Jun 17 2014, 7:07am replied:

Blowouts aren't in the RC build. You can try injecting a repair kit mod but I've found their either flaky or you have to use them from the main menu which is catastrophically immersion breaking which is why TK doesn't have repair kits. ;)

+2 votes     reply to comment
Refragger
Refragger Jun 4 2014, 9:32pm says:

So will it run on 32bit?

+2 votes     reply to comment
Refragger
Refragger Jun 5 2014, 7:37am replied:

Ok, thank you.

+2 votes     reply to comment
ketxxx
ketxxx Jun 5 2014, 7:17am replied:

It will, but as long as you have 4GB of RAM or more I would strongly recommend you use the included patcher so the game can address more than 2GB of system RAM.

+2 votes     reply to comment
Refragger
Refragger Jun 5 2014, 8:39pm replied:

Wow,mod runs great. Already had 3gig switch enabled, so
probably can leave it this way. My game started after midnight,
but already looks great also. Thanks for another mod I can
play on 32bit.

+2 votes     reply to comment
Guest
Guest Jun 1 2014, 7:37am says:

Some of the characters in the game cannot be killed. I've joined the assault on duty camp with freedom at the military warehouses, but the duty members are indestructible and freedom get wiped out. I've tried everything from RPG grenades they just won't die. Also fox and guide are automatically hostile towards me even though I haven't attacked them and my reputation is good, so I am unable to talk to Guide to get message from DOC, they also won't die. Some guy goes ape **** in rads bar and causes a **** storm, where everybody starts randomly shooting at things, and he also can't be killed. The duty guys don't retaliate to this or other shooting when shot at by me or other stalkers, but if I respond to being attacked and kill someone the message comes over saying there's a murderer on site, although this doesn't happen to them.
Any ideas?

+1 vote     reply to comment
ketxxx
ketxxx Jun 1 2014, 2:14pm replied:

Some Key NPCs I made extra tough, they can be killed but they take a lot of work ;) The Duty guys it sounds like something has broken in the (vanilla) script. The rest I can't comment too much on as TK is very dynamic it will respond to your play style - which is to say you must of done a lot of things to **** people off. Not helping stalkers and just walking by them if they are in need of a first aid kit or ignoring them if they get in a fight with other npcs/mutants etc or generally just randomly murdering people needlessly will all stack up against you.

+2 votes     reply to comment
JoshKlint
JoshKlint May 27 2014, 2:45pm says:

I'm a Steamworks developer and I created a way for S.T.A.L.K.E.R. mods to be distributed through Steam Workshop:
Steamcommunity.com

I'm just looking for feedback from people who play these mods. If you think this would be useful, please favorite and comment on the Greenlight page. I'm going to the response to decide whether to finish this or not.

+2 votes     reply to comment
ketxxx
ketxxx May 28 2014, 9:29am replied:

Honestly, I'm not keen on the idea of software potentially jacking with my directory tree structure. I've seen it happen before on a far too frighteningly regular basis.

+2 votes     reply to comment
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