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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Changes have been extensive from v1.0 tightening up vanilla aspects to bring SoC parity with CS and CoP somewhat. Full list of changes below.

1. Remade by hand alpha channels for a substantial amount of textures greatly improving their rendered appearance in-engine.

2. Vanilla SoC fixes: New normal and parallax maps for surfaces that don't have any at all but should.

3. Further vanilla fixes: Textures that had normal\parallax maps but by default aren't assigned now are.

4. Even higher resolution textures for some surfaces to compensate for how the GSC devs scaled the texture to the surface it is assigned to.

5. Significantly cleaned up and brand new Parallax maps so surfaces only have the details parallaxed that should be, avoiding depth inaccuracies and errors and correcting the "goosebumps" look on many surfaces.

6. Added a fake Phong reflection effect for human NPC visors and goggles.

7. Integration & balanced customisation of SRAP v1.2a (I've patched the issues it had).

8. Diversified human and mutant NPC behaviour.

9. 4K human NPC textures.*

10. Added news system to inject some Zone and story tidbits that can be found.

11. All stashes are now populated from the start of the game. In other words, if you find a stash, you can loot it no longer will it be empty until you find the right infoportion and meet the right "criteria".**

12. Select document textures have been replaced so they are now actually readable if you zoom in on them.

13. Includes the script fix where I forgot to remove my testers script for the v1.0 release.

14. Added the ability to find out some interesting stories from at least most NPCs (should be all) so the SoC story isn't so... anemic.

15. Ported part of the SIN rep system, over time, based on your actions, NPCs can change their attitude toward you.

16. Punishment for cheese loaders; after a while partly used ammo clips will mount up so when reloading you'll be using partly used clips.

17. All weapons now have real world names and I have ported SIN bullet ballistics - no more pumping 3+ mags of body shots with FMJ rounds at near point-blank range on more heavily armoured NPCs. You'll need maybe 1.2 - 1.5 mags now. Beware NPCs with AP rounds and high caliber rounds. NPCs aren't pushovers anymore.

18. All weapons have had their accuracy stats changed to much more closely match real-world characteristics.

19. Ported dynamic lighting from SIN.

20. Other small necessary fixes.

*AHD v1.4 will fully pivot to being as original X-Ray (1.0) friendly as possible. This means "out of the box" it will include the 2K vehicle and NPC textures to stay as far within around that 3.5GB memory limit as
possible. This means the 4K vehicle and human textures will be available as separate additional downloads. The visual difference on NPCs is barely noticeable, made 4K textures more for those that don't know any better.

**This is not a cheat, map markers won't show up until you get the right infoportion but if you find a stash before that it will be populated not just empty. You might experience minor lag when you first talk to Sid as this is when this code activates.

That's about it for this release. I expect a minor issue here and there might need patching as AHD v1.4 is a fair bit more complex than v1.0 but you'll all certainly be able to immerse yourselves in The Zone truly with this build ;o)

Finally, here's a few screenshots for something to sink your teeth into.

ss ket 10 27 23 03 03 32 l01 es

ss ket 10 27 23 03 06 05 l04 da

ss ket 10 27 23 03 20 23 l03u a

ss ket 10 27 23 03 29 15 l08u b

New Absolute HD 2023 Build Landing Soon

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There's a lot of changes coming to AHD v1.4, this article covers all those changes.

Absolute HD 2023 v1.0 Moved to it's own mod page

Absolute HD 2023 v1.0 Moved to it's own mod page

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I recently uploaded a small side project transforming SoC into true HD using 99% original textures. I've now moved it to its own mod page.

Shadows Addon 3.0 is here!

Shadows Addon 3.0 is here!

Shadows Addon 3.0 10 comments

☢☢☢ Based on RMA 1.1 + Shadows Addon 0.8.9 ☢☢☢

Back to the S.T.A.L.K.E.R. – Summer 2023 Update

Back to the S.T.A.L.K.E.R. – Summer 2023 Update

Back to the S.T.A.L.K.E.R. 11 comments

Back to the S.T.A.L.K.E.R. Summer 2023 development report.

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Post comment Comments  (0 - 10 of 354)
RhoviRyxel
RhoviRyxel

Hi all. I have a problem. I own the Shadow of Chernobyl game. I want to install a Turkish language patch. However, the patch only supports versions 1.0005 and below. How can I download the older version? Can I patch the game to an older version?

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SweetLeela
SweetLeela

Happy 15th to this amazing game! 🥳

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SweetLeela
SweetLeela

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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nameme
nameme

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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