Sigerous (SGM) comes from a Russian development team that's headed up by Nikolay Bolotov (GeJorge), It was in development for many years and in that time a number of excellent versions were released. The plan is to upload a selection of All-in-ones that span from SGM 1.7 up to SGM 2.2. Note: I'm not one of the mod's developers, my involvement has been through doing the English translations from 1.7 Geonezis on. Each mod will come with a read me that gives you any relevant info you'll need and a list of known contributors.

RSS Reviews  (0 - 10 of 64)

(This is my review of the 2.2 version)

This mod has some very good things and some very bad ones, that's why I'm giving it 5 out of 10.

The great things are: locations and quests.
It adds some locations from CS to CoP + lots of things to do in them. Some of the quests might be bugged but you CAN finish the game without any huge problems. I suggest to save a lot (if you think some quest is broken you can reload your save before you started the quest)

The bad stuff:
Missing textures. I had to add textures of act_stalker_bandit_3a and act_stalker_actorc_1c myself because they are missing (it's the black trenchcoat bandit & Degtyarev when he's wearing it - without these textures, the suit has no texture and looks bad)
Also some quest items are missing their textures (for example the C4 explosives in the beginning)
Exploding chickens. Yes, there are static chickens placed randomly in the game and they explode when you shoot them.
Enemies are bullet sponges. I know you get better later in the game, BUT still I had to edit weapon damages to even enjoy the game.
There is no ammo in dead NPC's inventory if they were using any of the new weapons.

THE WORST STUFF:
X18.
You managed to totally break what was awesome in Shadow of Chernobyl.

Just an awesome all round mod, great storyline, extra weapons are excellent. Played COP over and over with this mod for 6 months straight :) If you haven't tried this yet, what are you waiting for? SGM 2.2 is the best mod for Call of Pripyat.

-Start a new game
-Spawn on the map
-Talk to the first NPC and accept his quest
-Automatically spawns a bloodsucker
-Get killed by the bloodsucker while you're reading the new texts

-Start a new game and do the same until bloodsucker spawn
-Run as hell to avoid bloodsucker while 2 NPCs are attacking it
-Get hit by a NPC salvo
-Die from severe bleeding

-Start a new game and do the same until bloodsucker spawn
-Run as hell in circles until the bloodsucker dies
-Talk to the second NPC, it's a guide that will lead you to Skadovsk
-Follow him
-Guide walks through water, follow him
-Get irradiated as hell
-Guide walks through a dog pack
-Guide dies
-Rush to Skadovsk
-Go to Sismik to get healed
-Accept Beard's quest about artifact in dragging station
-Get the artifact and kill the guys that want it for his "wounded/sick friend"
-Get back to Skadovsk
-Automatically talk to a new NPC because you killed the guy at the dragging station
-Get a new quest to kill a guy accompanied with 2 guys
-Go on a hill 150 meters from target while my weapon show 500m range
-Fires a headshot at one guy with just a plastic gas mask
-The guy is still alive
-The guy fires a salvo with his magic-straight-travelling bullets and kills you
-Quickload and get back to Skadovsk, continuing the mission when better equipement
-Game crashes

-Reload and manage to kill the 3 guys
-Have to talk with the guy that asked me to kill the 3 guys
-This guy is running through water and suddenly stops in the middle of the lake
-Get irradiated as hell
-Talk with him
-You figure that you have to kill him for the quest
-You start shooting at him but he is litteraly invincible or survived 30 AK and 7 shotgun point-blank headshots

noice

Fantastic mod,good storyline, cool extra weapons, possibly joining the Monolith, but have some bugs (including a bug that corrupts all saves)

i love this mod:)

about as great as CoC/CotZ, but with far less included maps - but for "just" a CoP-mod it deserves 9-10!

10

H2oSpez says

May contain spoilers Agree Disagree

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10

I played SGM at the highest difficulty level and it certainly presented a challenge in Cordon and the Swamps. After that point, it appeared to follow Call of Pripyat's structure, so there was a notable dip in challenge. Moving from the Swamps to Zaton (Call of Pripyat's tutorial area) felt like playing a different game.

Some of the mod's ideas are excellent - dumping weapons which are too broken to sell into a parts safe, for example. Others didn't work as well for me. For example, mines exist in two different forms in this mod:

1) The implementation in Call of Pripyat, where mines are physical objects you can spot and shoot to explode
2) Mines are invisible and clustered in such density it's impossible to pass through without an expensive quest item

For the latter, the gameplay has an interesting idea: the player needs to shift their attention between the mini-map (which displays the outline of mines) and the world (where the player might stray into an anomaly). However, the experience for me was miserable, with the mines being successfully defused approximately six times out of ten.

(Incidentally, the method seems to be crawl forward with crouch and walk held down. As you approach the proximity of a mine, pause slightly, until you see the red outline around the icon disappear. Then start to crawl forward again.)

I found the addition of expendable batteries to artefact detectors needless and it discouraged artefact hunting almost completely (there is, as far as I'm aware, one artefact in Cordon, apart from those which can be looted from downed adversaries).

I found the game to be stable, as long as I ran it no higher than 1080p and with the advanced rendering turned down. There were the usual XRay stuttering issues and some moments where NPCs loaded in within visual range, but this is easily overlooked. I found one quest called QUEST_NAME_MISSING, which was impossible to finish and some options (such as disabling mines or fog) didn't seem to take, at least not at first, but these were easy enough to work around.

Ultimately, I gave up on the mod in Yanov, when it felt like I was replaying Call of Pripyat, rather than having a new experience. Other than the parts bin mechanic, I didn't notice any change to this map.

The changes to the map flow wasn't what I was looking for. Moving from the north checkpoint of Cordon to the Swamps felt strange and I suspect many of the other classic maps aren't part of this map (but I can't say for sure). The Stalker games represent different things to different people, of course, but this wasn't what I was looking for.