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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Refined water reflections OO_o.... AAAaaa.... OO_o.... AAAaaa....
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8 comments by ketxxx on Mar 4th, 2015

My spidey senses are tingling, seems like a fair few people are checking TKs mod page lately so I'm guessing thats down to wanting to know whats going on with the final build of TK. No need to wait any longer, heres whats going on.

The final TK build is playtester ready, but theres a few aspects that are needing to be finished and integrated so I'm using that time to upgrade some of the shader visual features. Is there anything with the final build I toyed with adding but won't make the final build? Of course, just like any development cycle different ideas are tried out and some things just don't make it to the final build. I am happy to say however that those cut ideas are very few and very far between. Perhaps someone will want to make a addon for TK putting the few things I've decided to leave out in, who knows, I have built TK with the intentions that others might want to take it as a solid base to expand upon after all.

So with that said by the time the playtesters get to put the final build through its paces (which if everything goes to schedule will be about this coming Monday) these will be the things that will still need to be finished;

- Add rewritten story & character profiles (crimson)
- Add blowouts

Everything else will be in place, new main menu and all (d4v33edz). Which means as soon as the story and characters are done along with the blowouts being implemented and tested the final build will at that time be given a public release.

The finish line is in sight now guys ;)

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Tutorial for creating rain in SoC with examples

Tutorial for creating rain in SoC with examples

Dec 10, 2014 Graphics Tool 2 comments

Tutorial and working examples to help you along on how to create your own rain texture for SoC.

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 9 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  (70 - 80 of 410)
XStrelokX Apr 12 2014, 2:37pm says:

For those who can't play this mod due the weak graphic card like me, just put the gamedata without replacing the bin folder files.
Enjoy, very nice mod.

+1 vote     reply to comment
Guest Apr 9 2014, 11:07am says:

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ketxxx Creator
ketxxx Apr 9 2014, 2:37pm replied:

They all gain experience through their actions in the zone, some will survive to higher ranks, the unworthy the zone will claim.

+1 vote   reply to comment
Frostelis Apr 3 2014, 5:37pm says:

Hello, i liek the mod, but i have Huuuge lags in cordon and the stalker seem to completely ignore the controller cchilling around their camp?

I s this intentional ?

My biggest problem is the laggy game - no stutter jsut lag, verryyy sloow :(

I've got

Geforce 550 TI 1gb
8 Gigs of DDr2 ram
Windows 7 64 bit
2.4 ghz Quad 6600 processor

Im pretty sure my machine can handle stalker, i can play narodnaya soljanka mod iwthout a single stutter, no lag on highest settings, but this is just too bad, i cant move without lag, everywhere i turn its lagging

What could be the issue ?

+1 vote     reply to comment
digitaloctopus Apr 27 2014, 6:08am replied:

Your processor and GPU are weak - both of them should be twice the power if you want to play games without lag (and with dynamic lighting, AA, detailed shadows and anisotropic filtering on full)

+1 vote     reply to comment
ketxxx Creator
ketxxx Apr 4 2014, 6:07am replied:

Read the user manual. The problem is your weak graphics card. AI doesn't ignore controller, when the NPCs see it they shoot, they react line of sight not by having a magical 6th sense like in vanilla.

+1 vote   reply to comment
Frostelis Apr 4 2014, 11:32am replied:

But.. I can play Assassin's Creed Black flag on High settings, Max Payne 3 on Maximum settings as well as Dead Space 3, Shogun 2 and so on On High/Max Settings and many other ALOT newer games than stalker

What's up with the mod that it makes such horrible lag? Is it the textures? Can I turn back to the old view/ which doesnt hog so much computer resources and just enjoy the mod?

That's the first Mod Along with Misery 2.1 for stalker cop that my pc cant handle on max

+1 vote     reply to comment
Frostelis Apr 4 2014, 11:46am replied:

Well anyways I suppose i cant enjoy it either way, thanks for the answer

+1 vote     reply to comment
ketxxx Creator
ketxxx Apr 4 2014, 12:23pm replied:

Your GPU is just pants, the games you mention are all console ports so don't challenge any PC, TK utilises X-Ray to its fullest which means you need at least a halfway decent GPU. Things will probably be playable if you turn off global illumination and use the included R2 renderer with the lowest grass draw distance.

+1 vote   reply to comment
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
lol3r1986 Mar 25 2014, 12:15am replied:

Lucky bastard.

From start i got to deal with 1 controler and bloodsucker and 2 bandits at rookie village. Most of the rookies survived.

Then 3 zombies, and 4 bandits on the way to car park.

And there were another 4 zombies, pack of rats, 3 bandits still alive when i arrived at the car park. Barely managed to deal with them all while Nimble was served for zombies as dinner.

All this in first 15 minutes. Those were the best 15 minutes in Stalker i ever had.

One thing though, where the hell do i get my sleeping bag?

+1 vote     reply to comment
ketxxx Creator
ketxxx Mar 25 2014, 7:27pm replied:

Sleeping in TK is a lot more like it is in CoP, look for mattresses / beds and just mouse over them until you find one that isn't "owned" to sleep in. Once you have slept on that mattress / bed it will get marked on your map. You really should read the manual, stuff like this is all explained in there :p

+1 vote   reply to comment
Seeker_of_Strelok Mar 25 2014, 3:00pm replied:

There was still plenty of mutants for me to fight ( take a look at my previous posts if not already ), just not all at once like the previous build. The Bloodsuckers at the Mill area in the Cordon must have killed me three or four times before I could jump up onto the wrecked truck there, wherein my broken Toz 34 jammed half the time.

I've since started a new game again, and had nearly the same result : most loners survived, Controller didn't even blast me the second time around.

Maybe I've been playing Ket's mod too much or something, but it is one of the few overhauls where half the time I'm thinking "I'm just about to die, but this is great.".

Far as I remember, the sleeping bag ( for me, anyway ) was in the blue box / chest in Sid's place.

+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.'

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