In 1986, the world's worst nuclear disaster occurred at the Chernobyl power station. Soviet authorities established a 30km 'Exclusion Zone' around this nuclear wasteland, but in 2006 a second explosion rocked the stricken reactor, obliterating all living things and causing the Zone's boundaries to ripple outwards. From this epicenter came waves of mutated creatures, deadly radiation, and a strange, anomalous energy. The Zone was cordoned off by the military, who would shoot on sight anyone foolish enough to brave the horrors within.

It is now 2012 - man has ventured further and further into the heart of the Zone driven by reports of strange 'artifacts' imbued with anomalous energy. Mercenaries and bounty hunters compete to recover these artifacts, which command extortionate prices on the black market. Others seek to find the truth behind the Zone, while some merely revel in the desolate lawlessness of the place. Whatever their motivation, over time these individuals - Scavengers, Trespassers, Adventurers, Loners, Killer, Explorers and Robbers - have become known as S.T.A.L.K.E.R.'s.

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Back to the S.T.A.L.K.E.R. - June 2022 Update

Hello. We are publishing new information about Back to the S.T.A.L.K.E.R. project. Let’s begin!

June 2022 Thumbnail

New information about storyline

As we said before, at this moment we are working on maps and storyline.

The concept of the plot has not changed - it's still the same story of the Marked One. However, the storyline itself will be much, much longer than the original.

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We try to combine all the best moments and tasks from concepts, design documents and builds. For example, the game will have the same quest with a case and a military checkpoint that you all know about. However, the quest itself will be interactive: there will be various situations, scenes, etc...

All old (and new) quests will include some kind of interactive scenes, cut-scenes and branching in the storyline. This is exactly how the story is built in BTTS. After all, everything new is a well-forgotten old.

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But do not think that the mod is based only on the ideas of GSC. For example, there are many moments in the story that we came up with or added ourselves.

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We are trying to reduce the running around quests. Unfortunately, it is unlikely that at least one build-style mod will be able to completely get rid of it. That is why the augmented a-life system helps us out. Thanks to alife's work, each walkthrough will be unique. For example, during the first walkthrough, the road to the Garbage will be held by bandits, but, for example, during the new walkthrough it can be occupied by mutants or even other stalkers!

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Levels are continue to be improved and filled

At the moment, the following levels are being developed:
Cordon, Garbage, Agroprom Underground, Dark Valley, Army Warehouses, Yantar (both build and SoC versions), Swamps, Dead City, Laboratory X-10, Laboratory X-18, WarLab, Generators

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New models

Besides working on maps and storyline, new models were created

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New weather

We experiment with the weather. In these screenshots, in addition to skycube from the CGIM modification, our cubes are also used. A few more skycubes will be made in near future.

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New weapon features

We have done weapon strafe while jumping

Added synchronization between weapon moving and Actor's walk

Fixed shelldrop sounds

Restored tracer system from build 1865

Thats all for now

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Expect even more news from the development fields in the future.
We remind you that we regularly post new information about the mod on our Discord Server: Discord.gg

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Good hunting, stalker!


S.T.A.L.K.E.R. Shadow of Chernobyl Rebuild

S.T.A.L.K.E.R. Shadow of Chernobyl Rebuild

S.T.A.L.K.E.R. Shadow of Chernobyl Rebuild 20 comments

Hello everyone, I haven't posted here for a long time...

STALKER NEWS - December 31st, 2021 (End-of-Year News!)

STALKER NEWS - December 31st, 2021 (End-of-Year News!)

News 6 comments

Welcome to STALKER NEWS, a monthly newsletter inspired by the Russian modding site Ap-pro.ru. Read about the interesting world of stalker and its mods...

Back to the S.T.A.L.K.E.R. - December 2021 Update

Back to the S.T.A.L.K.E.R. - December 2021 Update

Back to the S.T.A.L.K.E.R. 4 comments

Back to the S.T.A.L.K.E.R. December 2021 development report.

STALKER NEWS - November 22nd, 2021 (AP-PRO Showcase and more!)

STALKER NEWS - November 22nd, 2021 (AP-PRO Showcase and more!)

News 5 comments

Welcome to STALKER NEWS, a monthly newsletter inspired by the Russian modding site Ap-pro.ru. Read about the interesting world of stalker and its mods...

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Comments  (0 - 10 of 353)
SweetJuleka
SweetJuleka

Happy 15th to this amazing game! 🥳

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SweetJuleka
SweetJuleka

I have mixed feelings about this one. :x

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Guest
Guest

No install instructions?

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FemboyKiwi
FemboyKiwi

im trying to mod the weight on the steam version of Stalker SOC but it keeps not working, how tf do i fix this?

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SkootRoot
SkootRoot

Squats, more leg muscles more carry weight

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dextermoses
dextermoses

be a man, it'll fix itself.

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triple_agent
triple_agent

'S.T.A.L.K.E.R.' could definitely learn one thing from 'Far Cry 2', that is: when enemies drop weapons, these weapons are of emergency-only usefulness; poor to relay on, poor in terms of profit with traders - little reason to collect. At the same time, it would be good to have some shortcut to fast-loot ammo in 'S.T.A.L.K.E.R.'.

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_xMAX_
_xMAX_

Mmmhhh... but maybe I dont understand what you mean, so....
Weapons in Stalker are damaged not only by the use (mainly for npcs), but also by eventual bullets or explosions hitting them (for npcs and player). So you can use or not them.. just watching their state by the HUD or in UI.
Plus... the selling cost (and also the repairation by some SOC mod) is always proportional to their "state". Same for the outfits.
To finish... I dont see any "sense" for... they are or MUST be "poor".
Why? They CAN BE poor, or not. It must be not a "law". So Stalker has a dynamic state for weapons. And that is better and also more realistic.

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triple_agent
triple_agent

This is MODdb, we do not talk about the official state of the game. If someone likes the idea, they will implement it in their mod. If someone does not, welp, they do not. I think majority of the guns in the Zone, carried by common thugs, should be on the brink of usability, that is what makes traders do well with professionals. You want a good gun, buy it, if you want a constantly jamming piece of crap, then loot whatever, but the statusbar, does not lie, it will only get worse. Anyway, nice talking to you.

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ScarStrelok
ScarStrelok

Apparently nobody but professionals knows how to maintain their weaponry or keep it from literally falling apart.

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triple_agent
triple_agent

Okay, say you could repair your gun - at least some traders could provide such service. What then; do you invest your energy, your game-money and your time, to bring a randomly looted gun back to life? It must be genuinely something special, I guess. Because otherwise, I guess you just want a cheap ride and never feel like you need to worry about anything in the game. 'S.T.A.L.K.E.R.', does not really seem like a game that lets you simply not worry too much about stuff.

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_xMAX_
_xMAX_

Np for the "talking" :)
Well.. most mods has in that I said (and that you want... maybe) at least I think.
By the way... by "to fast loot ammo"... you mean unload soon all weapons types in inventory?
If yes... it is a very good idea.
Honestly, and for myself, I dont know how to do for. And anyway, I am sure, it is not easy obtain it.
PS: and about previous comments.. or you want a BETTER state for the weapons dropped by stalker npcs?

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triple_agent
triple_agent

Point is to discourage the players from corpse-looting all the guns for trade, which could cause a lot of backtracking. That is why, guns found outside of the traders market, need to be of little use or interest to the players. That is the purpose. Different case with ammo. It is the lack of ammo this time, on the other hand, which could cause backtracking - in order to get the ammo or resources to trade for the ammo. That is why, quality guns could be rare, but ammo, needs to be just enough to secure the gameplay progression.
For the fast-looting of ammo, the question is, should it involve entering the inventory screen or be automatic and "doom-like"? In case it was to be "doom-like", only the ammo for currently equipped weapons would be looted, just by walking over a corpse or a dropped gun that contains the ammo type of interest.
In case it came to enter the inventory screen nonetheless, there could be a button similar to "take all" one, but it would secure looting only of the items of interest, such as ammo - but what kinds of ammo? - as well as perhaps the medkits and anti-rads. Maybe it should be switchable in the options, what such "loot specific" button ought to include. Gets complicated. Definitely hard to do.

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_xMAX_
_xMAX_

I understand, not all, but enough, I hope.
- Well, for the most time, player uses his own weapons. Only rarely he switchs with some looted npcs weapon and just for a short time (or eventually repair it). And by the way, always the player chooses if he wants use it or no.
- You are not forced to return (backtracking) to traders, because you can put the extra-stuff in some box/inventory around.
-I agree with the possible amount of ammos found. Not so much, not so few.
I cannot speak for all mods, obviously... and also in money terms.
-About doom style... Not possibile for stalker, because different: in doom, ammos are "simbolic" and they dont figure effectively in a real inventory as 3D objects. In Stalker, also, there is no MAX ammos; and, example, if you have an AKM, using then 5.45x.. and you find a 5.56x... then just dont take it, if you dont want it in inventory
(but that is crazy, because soon or after you 'll need anyway those ammos, in a next time of the game, when you ll get the right weapon for).
And what do you do?... You go to buy them just because, (and.. yes.. in Doom ammos and weapons are always free..in Stalker.. no) previously, you didnt get those for free?
Or try to remember where they were?
- The "Take all ammos\Unload all weapons" buttons - referring to the single bullets/cartridges unloading from weapons in inventory - has not to unload ONLY those for your current weapons, but all..
If some of them is or 'll be useless, just sell them... to npcs or traders or drop on ground (crazy...). You can do it. And I dont see any problem.
Anyway, as I said, that "button" is a good idea.

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triple_agent
triple_agent

Right, 'Stalker' works on inventory system, something that denies any DOOM-style simplifications. Although I do need to point out, that the ammo does have symbolic representation in the game - samewise as the guns, the artifacts, the bodies and so on. When you throw out a piece of ammo from your equipment, it lands on the ground gamewise objectively. But I do get the point; DOOM-style workarounds, completely break the decorum, the proper style of 'Stalker'.

Anyway, in 'Stalker', if to lean over a body, the player can decide - for example - to press a key combination to drag the body somewhere else. Samewise, another key combination could possibly be pressed to automatically loot anything of interest from the body, quick way. The problem is, though, objects of interest may vary throughout the time, which is why, it must be customizable in the options, what are the properties of quick looting system, by what I mean: what kinds of things we want to loot in this automated manner. Sometimes we may want to loot all ammo, sometimes only selected types of ammo, sometimes no ammo but other possible utilities, perhaps. Quick looting must also automatically unload any loaded guns present in the inventory, for looting.

Complicated.

In the end, peeking into the inventory screen, is the safest way to solve the issue, in my opinion, therefore the "loot specific" button - next to "take all" button - is the safest way around for 'Stalker' style of things.

Options for quickloot button do not have to include all items in the game, but for certain all types of ammo and all types of medical utulities, as well as all types of food and energy drinks and vodka, to choose from - by the rule of checkboxing. These are the things of high circulation: things which are used up quickly and looted often. Guns have low circulation, for example, as the players probably do not switch guns all that often. If they do, they can as well simply do it manually.

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Guest
Guest

Hey pal, I see that you want to share your gameplay concept, but it's getting lost in the noise here.

Make a proof of concept or demo, it'll show your idea better than infodumping in a corner where no one cares.

I'm in favor of whatever moves STALKER away from constantly focusing on guns and gear. I like having to scavenge, repair, or work towards buying good equipment sometimes, but after a while it sucks to always fight or loot a high-ranking STALKER only to find they were walking around with half broken junk and no ammo.

This is fine for most players. I can't think of a better solution, but I can deal with it.

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triple_agent
triple_agent

You make a point. Nothing new is being discovered here. Good old RPG rules - what is common, is junk, what is rare, is precious. Most things, are junk.

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