with the recommended lighting_overhaul_v2 preset?
Tried it this morning, and on the outside the changes are subtle but there (less vegetation popping/blending) but it really shines on the indoor environments.
Didn't notice any performance loss so far but need to test it on more areas.
Yep, it was one of the first mods I installed, maybe after the achievements enabler and my favourite reshade preset. Like you said, it makes lighting and shadows look much nicer in interiors, with a loss of maybe a couple fps (for me). I haven't been so lucky with it as to get good lod for (not so) distant buildings, though.
Yep, it was one of the first mods I installed, maybe after the achievements enabler and my favourite reshade preset. Like you said, it makes lighting and shadows look much nicer in interiors, with a loss of maybe a couple fps (for me). I haven't been so lucky with it as to get good lod for (not so) distant buildings, though.
Nice man, nice
Had to tweak the drop rates for that stash mod a bit, shit was getting ridiculous:
Was thinking of using settings/odds similar to STALKER GAMMA but since I'm pretty much done with any stash below and including Yaniv and am insanely geared up there's really no point now.
Time to go to the DLC's 2nd major location before finding you-know-who in the main quest missions.
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Epic moments, picking off snorks from high up on top of a building, one snork gets angry and juuumps from way down right in my face, - 70% health switch to shotgun and blow him away, Stalker has the best mutants.
So it makes the camera more like ARMA. But the question is, if looking at your shoulder, for example, what happens if you suddenly click fire? Does the bullet magically still end up where your screen center points? Or are there physics involved to have the body first rotate and then fire?
Hi. It is actually insane that my mod actually made it here! I've been lurking this place for ages .
The bullets of course will always start from the gun, and camera and weapon are only loosely coupled now.
Also, this is still an amateurish attempt to replicate a bodycam like effect, but the newer versions also have some improvements on player movement and other features.
Definitely not everyone cup of tea but I mainly did this for myself as I love Stalker and wanted to use it with Tobii head / eye track and decided to share it.
It is all aislopped so beware of dragons if you do ever try it!
Good for you, man. 👍
Here's another video with your mod:
But(!): what happened with the vertical camera bob?! It's (almost?) missing. Is the movement too problematic or you just cancelled it?
Cheeki breeki! 180 hours in, and only now I just found out there's a...
Spoiler:
fast-travel / DUTY hub with (repeatable) quests
... in the far Cement Factory zone!
Always wanted to explore the area of the Cooling Towers -- wondered what's with those huge furnaces / areas / installations there -- but there was no quick way to reach that.
Here's an excellent map that shows kinda everything, included side-quests and NON-MARKED quests:
I'm taking it slowly and trying to savour every moment as well, since atmospheric menly first-person shooters made with a proper-ish budget are a rarity these days. The game is essentially an all-in-one version of the classic Trilogy à la Anomaly, but with fewer survival elements and a coherent storyline tying everything together - more or less what I expected (and wanted) from it. The pleasant memberberries are strong indeed, almost like having a modern remakeboot in seamless marinated Angina sauce.
Although the open world is mostly populated by faux bubble-shaped entities here, as a whole, the suspension of disbelief works reasonably well and the power fantasy of being a kickass Stalker is definitely there, both in terms of immersion and actual shooting. My complaints are mainly related to stamina/weight management (easily fixable with mods) and the absurd amount of consumables and low-level loot scattered throughout the Zone (also fixable through a combination of mods and settings, albeit only partially). The bipolar AI can lead to hilarious outcomes, though one could say that’s a trademark of the franchise.
Waiting nearly two years before touching this blyat boy 2.0.∞ was the right choice, as it is very much worth experiencing and exploring despite some minor radiation side effects.
There is still offline A-Life going on in the background too. So the game does keep track of stalkers outside the AI bubble and they do perform actions/get into auto resolved fights. It's pretty similar to the original games in that sense.
Funnily enough, the switch distance for Call of Pripyat was set to 150m. So stalkers outside that radius would switch to offline mode. You could tweak it by modding one of the ltx files, but it would introduce a great deal of stuttering generally with the lack of multi threading in the X-Ray engine. Custom X-Ray builds (such as Open X-Ray and the OGSR engine) usually default it to 300m as they are slightly better optimized.
Also I highly recommend Shay's Living Zone mod. It greatly increases the number of tasks stalkers will perform when offline, so you'll see a lot more natural movement of stalkers outside the activation range compared to vanilla. In vanilla stalker 2, the range of tasks that offline stalkers perform is quite limited.
Yeah, it's pretty hilarious getting to a pseudogiant/chimera spawn spot for farming those parts (gets you the big bucks in malachite) and finding the aftermath of a four way between mercs/pseudogiant/bandits/snorks
Too bad that the chimera spawn at the VPC seems to be disabled after doing the MQ there, for some reason
The other one near sircaa is usually too isolated for such battles
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Although the open world is mostly populated by faux bubble-shaped entities here, as a whole, the suspension of disbelief works reasonably well...
Despite the AI bubble, the world feels more dynamic / alive / surprising than 2077 Cyberpunks psycho-fooled together...
Absolutely
Cyberpunk's open world is a very pretty but lifeless window dressing that serves as a backdrop for the story, where citiz̶e̶n̶s̶ants are completely unaware of their surroundings and the player is only allowed to experiment in specific mission/activity-related hotspots. I thoroughly enjoyed the game (modded) despite its limitations, but its world has more or less the same complexity as Mafia 1 from 2002.
A completely different approach from the Zone which is/tries to be the active protagonist of the game, with proper exploration, random encounters, and variety. I just wish the spawning routines for both enemies and loot had been implemented in a more elegant way, with some actual improvements over 2009 - but then again, we're talking about modern gaming where vastly more powerful tools and technology at our disposal are swallowed by the Angina cookie monster.
I'll give the mod mentioned by Steelone a try too in the future - it should be mid-save compatible on paper and that Shay dude is already doing a great job with the gore mod.
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