The official STALKER: Twilight K.E.T. mod thread!

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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby Balious on 12 Oct 2010 09:44

Those are some good pictures. :thumbright:
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 12 Oct 2010 11:59

3040Krag wrote:D/L'd and in Cordon now. Great job with the textures. Everything looks more aged and weathered. I like how the clouds come and go, changing the light on the ground. And the first time a blind dog came near me, I swear I was smelling rotting flesh!

In rookie camp, Wolf *used* to have a nice upgraded rifle, he doesn't need any rifle any more ;)


Wolf still has a L85, he just has a Combat Chaser as well to help improve his survival odds against bloodsuckers ;) Graphically, TK is almost perfect, but there are a lot of gameplay things I've yet to add.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby 3040Krag on 12 Oct 2010 12:29

No combat chaser in my playthrough. But a pristine, upgraded L85 early in the game was nice - though it's not my normal choice of firearm. Bandits all already DOA at the carpark was nice but totally unexpected!
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 12 Oct 2010 13:48

Yeah I hate how bandits tend to swarm like their taking over in stalker so I deliberately scripted some mutant spawns near them :d I'm working on the all.spawn now so anything that seems too easy or doesn't make sense in the beta soon will when I complete the all.spawn.
Mobo: MSI X570 Tomahawk
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby Balious on 12 Oct 2010 18:36

As this now works I can go back to being happy again and post here about ingame things :D

Just a quick question ket. Due to me doing a LP on this mod. Can I use the saves on the new version without any problems being caused? I don't mind if a feature or two is left out.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 12 Oct 2010 19:00

You should be able to use old TK gamesaves, but some features may not work correctly and/or be missing. I'm working on the all.spawn for TK now, hopefully it'll be finished in a few days.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby Balious on 12 Oct 2010 22:29

Ok. I be doing more videos later on (may not be able to upload soon as I am focusing on uploading one thing at a time now). Once I done this LP I start a new game later on to enjoy the new version at its best with all the features working :D
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 12 Oct 2010 23:28

By the time you do, I may have a patch ready for the beta. There were some things I wanted to include but couldn't due to time.
Mobo: MSI X570 Tomahawk
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RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
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HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby DARK TEMPLAR on 13 Oct 2010 16:27

Man there are some morons out there

another fucking piece of shit mod with xr 3da engine stop working what fucking gay
That was on the mod db page
THE DEDICATED, CERTIFIED RESIDENT MADMAN
There is no such thing as innocence in the ZONE, only degrees of guilt.
CAN YOU FEEL THE TRANQUILLITY OF THE ZONE
Knowledge is power. Guard it well.
We are shaped by fate, just as we shape it
You should never be in the company of anyone with whom you would not want to die.
Akir man yamut malak al-mut
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby Nightwatch on 13 Oct 2010 18:02

If he hates STALKER and the Xray engine that much, why is he browsing around to find STALKER mods?
NEWSA.SIMBION_TWEAK 3.0
Mod Website= Features, Video, Tips & Download Link: NEWSA.SIMBION_Tweak

Watch the Trailer: http://www.youtube.com/watch?v=1Ajw_f8K ... re=channel
Please Do Not download and install any files from links other than those on the Mod's Website
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 13 Oct 2010 18:31

Deleted his retarded post. Some people really do need to get a life. Kinda amusing to think though beyond trolling that guy on moddb probably has nothing better to do :p
Mobo: MSI X570 Tomahawk
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 14 Oct 2010 17:28

I'm uploading a all.spawn beta patch file to moddb now guys; heres a copy and paste jobby;

This is a all.spawn file patch so a new game is required to get the changes to take effect.

- Edited Cordon level
- Edited Garbage level
- Edited Agroprom level
- Edited Agroprom Underground level
- You no longer need to talk to Wolf to get the pistol

This all.spawn patch is a beta in itself, but you will get a much more refined taste for TK with it and is primarily being released because of critisism regarding the unfinished nature of the beta. (yeah, ironic I know, people complaining about the completeness of something labelled as beta)
Mobo: MSI X570 Tomahawk
CPU: R7 3700X @ 4.4GHz 1.3v
RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
GPU: Powercolor 6800XT Red Devil
Sound: Asus Xonar DX 7.1 PCI-E, Realtek ALC1200
HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby 3040Krag on 15 Oct 2010 04:56

ket

Why oh why do I have to kill all my Duty buds? I come back from Yantar and the lab, the first thing at Bar is the guards hatin'

I ease their hatin' with some lead cocktails, but the whole Duty base now has a thirst for what I'm serving! At least the new (ly spawned) conscripts don't drink!

OK, I get filthy rich and have a gazillion upgraded firearms "donated" by all the Duty regulars, it's time to head to Army Warehouses.

In the middle of killing off the last of the Dutyers at the farmstead, Freedom (the whole DAMN faction) decides after killing all the Dutyers that they like lead cocktails!!! Either THEY will serve them to me or I must serve them to the Freedom. So I, ever the congenial host, slake their thirst. Then back to Bar to cash in on the "tips" since Skinflint is "Dead" drunk from the cocktails I fed him and doesn't appear to be able to trade (in his current state).

The border is just as bad, but Monolith to the rescue! They "serve" up the same kind of drinks Freedom has come to love, so all I have to do is "serve" Monolith partiers after they've "stoned" out the Freedom defenders.

I'm at the Brain Scorcher, ready to go underground but I have to say:

WITH! I might as well become a bandit. I know this is your mod, it fits your concept of what STALKER should be, but!

It's just not as fun as it could be (for me). Blood, Guts, and Bullets. Good mod, done with care but killing off me old friends and companions (Chef and I never share a bottle!) isn't what I want in a playthrough. It's not shocking me so much as it's a drudge killing off old mates. Freedom base doesn't go on general alert so it's amazingly easy to cap everyone on the base. Plus, all the kit has made me a filthy rich bastard killer.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 15 Oct 2010 18:29

That scenario doesn't happen unless you have done something to piss them off, but I'm making a few changes with the build I'm working on to make it so their less temperemental.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby 3040Krag on 16 Oct 2010 01:48

Well, hmm.

I didn't strike a deal with the Duty squad. I told the Freedom commander about the squad and agreed to meet Max. I met Max and followed the squad to the farmstead. I ran ahead to the farmstead and once again declined joining Duty (wanted to see if the dialog had changed after agreeing to aid Freedom).

I never fired a shot, just watched Freedom and Duty duke it out. Duty was taken out rather quickly, a couple of grenades took out most of them, then a straggler or two fell to gunfire.

Still hadn't fired a single shot, but as soon as the last Dutyer fell, the green dots first turned invisible, then red, and all the Freedom were hatin'. At first I just thought it was a gotcha moment and only the squad members were pissed, but every single Freedom wants my ass.

Oh ya, one other thing. Even though there are NO Duty members in the map, while shooting it out in the Freedom base I heard an explosion. The Freedom wall that gets blown up if you join Duty, is freaking blown up. Somehow, the game glitched me into joining a Duty assault after all the Duty were dead. Weird.

Finally, though if a Freedom member saw me he went on alert, as long as I wasn't seen it was business as usual for the members. Not being on alert made it ridiculously easy to take them all out, since only Freedom members in sight were gunning for me. I even set my Groza on single shot and headshot most of them.
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 16 Oct 2010 13:11

Thats funky. I think I can explain it at least partially though. If I'm reading right, you helped both Duty and Freedom quite a lot, to the point of which both factions considered you _almost_ their friend. As a result your reputation with both factions was quite high, so when both sides started shooting at eachother with you in the immediate vicinity, they both expected you to help them out, but you didn't. Because of that both sides now hate you. They trusted you, and you betrayed them as far as they see it. Their attitude is now "the enemy of my enemy". Congrats! :d :p

The relations really is very complex in TK and anything that does happen is based on your relationship with that faction or factions. There is some exceptions to this though such as random stalkers or factions members being red at you while others are green or yellow. That aspect is not based on your reputation, but the NPCs reputation. The lower the NPCs reputation, the more chance there is of him turning on you because hes considered somewhat of a rouge. Hope that helps explain the relations in TK :)
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RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
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HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby 3040Krag on 16 Oct 2010 16:02

Could be, the AI can become complex I'm sure. Though to be clear, other than having most of the Duty base turn on me when I returned from Yantar (only the southern checkpoint Dutyers in Bar are "original" - all the others in Bar I had to kill), Duty is "green" to me and stayed so after the Military Warehouses donnybrook. I take that back, *most* of the Bar Duty originals were wiped out. Barin stayed "green" but I terminated him via friendly fire during the shootout and there was another Dutyer who stayed green throughout without getting involved. I was "green" to both Duty and Freedom at the farmstead.

So, I've wiped out the Duty base and the Freedom base. I suppose I should wipe out all Loners! =))
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby ket on 16 Oct 2010 18:30

Yep that'll happen. Once you have cleared out any enemies within a faction they will be replaced (usually) with neutral or friendly NPCs. Random events do dictate that occasionally even some of these will turn on you sometimes though.
Mobo: MSI X570 Tomahawk
CPU: R7 3700X @ 4.4GHz 1.3v
RAM: 2x16GB Klevv BoltX 3600MHz 16-20-20-35
GPU: Powercolor 6800XT Red Devil
Sound: Asus Xonar DX 7.1 PCI-E, Realtek ALC1200
HDD: 250GB & 500GB nVME 3.0 M.2 drives, 2TB Seagate Barracuda, Sata3 64MB Cache, 250GB Hynix SL301
Opticals: DVD-RW, Blu-Ray
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Re: The official STALKER: Twilight K.E.T. mod thread!

Postby 3040Krag on 16 Oct 2010 23:05

Aghh! Getting

Opening stream...
* phase time: 32 ms
* phase cmem: 167434 K
Loading CFORM...
stack trace:

0023:73D6500A MSVCR80.dll, strncmp()
0023:001D1ABF xrCDB.dll, CDB::MODEL::build_internal()

again (just like the previous KET beta) on Stancia2 load after denying C-Consciousness. OK, off to remove STALKER, current KET, clean it all up, reload, patch (1.0004) and install KET again.

(Edit)That fixed the CTD. Something was rotten in the zone!
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