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: TK Update 5/11/2014

13 comments by ketxxx on Nov 5th, 2014

Evening folks, this evening I bring you another TK update for the final build. Work has gone well, albeit at a much more steady pace due to time restrictions. There isn't too much left to finish but more about making sure everything slots together nicely and doesn't cause any nasty surprises, so heres how things stand;

UPDATE! I forgot to add this to the change list, the TK stealth system has also been revised to make it more realistic. A good example of this would be shooting a NPC while his buddies are just on the other side of a wall, if you are too close they will hear the shot still and come to investigate, if they find you, they will gun you down.

1. Totally overhauled stashes. By this I mean I have completely changed the contents of stashes, the conditions which need to be met in order to get the stash location, and theres even some code in place to reward players that like to explore that will allow for looting of any stash found, even if you don't have its infoportion.

2. Enhanced NPC loot system. This is a simple (well, I suppose simple is relative) minimod I developed and injected into TK, its now possible for players to "loot" the armor a NPC is wearing. Obviously its not guaranteed that you can "loot" a NPCs armor, but a chance you will be able to loot it.

3. Diversified NPC loadouts. This is just to make things more "natural", so expect to see more NPCs sporting such things as silencers and scopes outside of what is predetermined in specific level xml files.

4. Finished optimisations. The mod is as friendly as its going to be, but make no mistake, you are going to need a powerful system still.

5. Added normal maps for tree branches and bushes. Reworked from the screens I've already posted, they add about as much depth as possible to avoid the textures from looking like they are steamrollered flat.

6. Revised survivalist aspects. NPCs and traders will carry far less food/drungs etc, while traders also have a lower chance of having such supplies.

7. Better rewards for exploring maps. In addition to the totally reworked stashes artifacts are also rarer, you won't find many stashes with artifacts in, if you want some, you will need to actively go and find them.

8. Fixed a CTD when approaching the abandoned farm in Dark Valley if a mutant ended up on the NPC smart terrain.

9. Fixed a CTD in Dark Valley where if a mutant spawned with no valid ID and you killed it it would crash the game.

10. Changed actor arm texture and normal map for a higher resolution version. This is just a cheap band aid fix for some weapons I added that use the actor arms from CS, while the arm models are a bit different because the textures are now the same the "transition" isn't particularly jarring in any way.

11. Removed being able to put some smaller weapons in the grenade slot. I've left the code in place so if anyone wants to re-enable this its as easy as making one change in a weapon ltx file. I disabled the feature just because the implementation wasn't perfect and I was too lazy to implement the hack/workaround to overcome the issue.

12. Numerous fixes and tweaks for other smaller things.

Left to do:
Resolve a issue with fleshes that seem to cause a problem in Agroprom
Implement blowouts (I'm getting around to this I swear)
Maybe make some tweaks to all.spawn
Help Meltac with DS2.0

Thats everything left to do, everything is slowly getting chipped away at ;)

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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  (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 Creator
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 Creator
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 Creator
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 Creator
ketxxx Mar 12 2014, 5:36pm replied:

No problem ;)

+1 vote   reply to comment
ketxxx Creator
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
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