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.

Image RSS Feed Latest Screens
Normal mapped branches / bushes Normal mapped branches / bushes Normal mapped branches / bushes
Blog RSS Feed Report abuse Latest News: HOI HOI HOI! Another Update!

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.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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  (60 - 70 of 388)
Seeker_of_Strelok Mar 15 2014, 12:17am says:

I'm not exactly sure, but I'm just about to leave the Cordon and the hardest thing so far has been a few bloodsuckers, and packs of dogs in general. Maybe I'm just lucky so far, but I've already two Abakan's - Bridge outpost commander's, and the tactical one from a bandit. Playing this on Veteran, too.

This version runs a lot more smoothly, too. So thanks.

+1 vote     reply to comment
ketxxx Mar 15 2014, 8:46am replied:

Yup, sounds like you have had a lucky start my new playtester was telling me he had a tough as nails start. Most of the rookie camp slaughtered by mutants, carnage going on where you save nimble with the bandits under attack by zombies on top of him getting attacked by cats, dogs, rats, zombies, bandits etc at every corner he turned :p

+1 vote     reply to comment
Seeker_of_Strelok Mar 15 2014, 10:09pm replied:

I guess so. There was the usual Controller and Bandits attacking at the same time, killed the human enemy NPCs first, then knifed the controller, wasn't too hard. Since the Game start was quite early, I went past Nimble and did the second quest for Wolf ( Military patrol had killed the Boars for me ), though couldn't talk to the Officer at the bridge, so went through the electro tunnel and grabbed the artifacts there. Knew where to grab ammo from, came back and killed the bridge outpost guards and looted their items, then went to grab the Walther from the checkpoint farther down.

By the time I got to Nimble everyone but him was dead (presumably from the Zombie attacks), so I looted the corpses, lured the ten or so Zombies into an anomaly and went back to Sidorovich, then back to Nimble, who the Zombies hadn't touched.

By this time as well, just from the Cordon, I'd collected four or five Jellyfish, two or three Stoneflowers, and five Nightstars, along with some Antirad artifacts.

Might want to tone down the spawns, or at least make the tier one and two artifacts worth a good deal less, to make their common appearance mean traders already have a stockpile. Might want to lower the inventory weight as well, 80 Kilos seems a bit high.

I'm aware this is a WIP, so just some notes.

+1 vote     reply to comment
ketxxx Mar 16 2014, 8:43pm replied:

Trust me, you might think you are rich now but just wait until the game progresses more and your better/best equipment is in need of repair ;) I probably won't adjust carry weight anymore I keep adjusting it where some say its too high and others say its not enough which is why I introduced the PBS (Pocket Bonus System) basically, different suits grant you different carry weight bonuses depending on their "class". Level1 suits have no bonus, Level2 suits have small bonuses of 5/7KGs, and so on.

+1 vote     reply to comment
Seeker_of_Strelok Mar 17 2014, 4:33am replied:

That's fine, and makes sense. Suits like the military commander outfit do show pockets and clips that things could be attached to to better distribute weight and the like. It's something I occasionally add to mods I play to make the more expensive tier suits have an incentive to buy, or when it might make sense.

That, and I know how to change the weight parameters without causing crashes.

Making things more expensive makes sense, you can just state since it had to be smuggled in, well..

I'm about to head to Agroprom, was tempted to buy the 'fast-shooting' AK from Sid before I left the Cordon.

Like I said earlier, or about previous versions of this mod 'Challenging, but fun.'

+1 vote     reply to comment
gunso Mar 12 2014, 8:48am says:

Hello ketxxx, very nice looking and stable mod and I've had NO ctd's as of yet, but, I do have one gripe to share with you. I'd like to know if you can tell me how I can reduce the 'tint' that you've added to the scopes, like GREEN for the abakan and RED for the HK G36. I would only like to decrease the intensity and make it easier to see, much too dark for my old eyes. Oh, did I say it's a very nice looking mod...gunso

+1 vote     reply to comment
ketxxx Mar 12 2014, 2:44pm replied:

If you go to gamedata>scripts theres a file called shader_control that you can open in notepad. Starting from line 55 are all the weapons that use digital, analog and thermal filters. The filter uses a normal RGB format so the tint is easy to adjust. :)

+1 vote     reply to comment
gunso Mar 12 2014, 3:00pm replied:

Thanx for the reply and pointing me to the source, now to figure out how the numbers work...gunso

+1 vote     reply to comment
ketxxx Mar 12 2014, 5:36pm replied:

No problem ;)

+1 vote     reply to comment
ketxxx Mar 9 2014, 10:31am replied:

I'm not sure what X-Ray is doing but the intro video does indeed seem to benefit from engine changes / enhancements made at least in user.ltx. I never bothered mentioning it until now as largely I skip the intro and suspected most others do too :p

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

S.T.A.L.K.E.R. Shadow of Chernobyl Icon
Developed By
Send Message
Official Page
Release Date
Mod Watch
Track this mod
Single Player
Embed Buttons

Promote STALKER: Twilight K.E.T. 2.ZERO on your homepage or blog by selecting a button and using the HTML code provided (more).

STALKER: Twilight K.E.T. 2.ZERO
STALKER: Twilight K.E.T. 2.ZERO
209 of 22,470
Last Update
6 hours ago
286 members