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post #1601 of 5912
Quote:
Originally Posted by DontMakeMeEatYou View Post
Yup, I have everything done except for that bugged Camp Defense mission and a couple of "Bring me X item". I youtubed how to get the good ending, and all I needed to do was pick the other option in that final room. And please tell me that last mission isn't full of radiation. I ran out of anti-radiation a long time ago and running low on the yellow medkits.

I'm only a couple minutes into CoP with the Complete mod. Takes a minute or so to load the saves even on an SSD.
The 'real-ending' stretch isn't too bad on radiation IIRC, and I'm pretty sure you'll be able to scavenge anti-rad from a lot of your fallen enemies
    
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post #1602 of 5912
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Originally Posted by brettjv View Post
The 'real-ending' stretch isn't too bad on radiation IIRC, and I'm pretty sure you'll be able to scavenge anti-rad from a lot of your fallen enemies
It won't be enough. I found myself in the exact same situation when I first played the game cause I didn't know..
He should go buy himself as many anti-rads as possibile if he still can, or put on the SEVA suit..
post #1603 of 5912
Just picked up Call of Pripyat for $7 the other day, and am wondering what mod(s) I should add before I begin? Should I do the complete mod? Leave it vanilla for the first playthrough? Now I just have to keep an eye out for Clear Sky and I have all of them.
     
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post #1604 of 5912
Quote:
Originally Posted by Aaron_Henderson View Post
Just picked up Call of Pripyat for $7 the other day, and am wondering what mod(s) I should add before I begin? Should I do the complete mod? Leave it vanilla for the first playthrough? Now I just have to keep an eye out for Clear Sky and I have all of them.
I had issues with Complete mod corrupting saves half way through (this was using the very first release of the mod). There are several texture mods that you can add that have no effect at all on gameplay, they simply overwrite textures. This is what I did, and I had no bugs at all with the vanilla playthrough.

Complete mod may have been ironed out by now, I'm saving it for my next run.

Then there is SMRTR Pripyat, AtmosFear and Pripyat reloaded, which I have not played. The texture mods I used included Absolute Nature and Absolute Structures - which I think are both rolled into Complete mod.

Complete mod's whole thang is not to change gameplay much. If you are new to STALKER, I would recommend Complete or vanilla for a first playthrough, otherwise you can check the mod pages and see if the tweaks are to your liking.

Everyone is different, but drastic modifications are generally a turnoff to me. At least on play 1.
Edited by _02 - 7/25/11 at 7:24am
    
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post #1605 of 5912
I generally like to experience games vanilla on the first play, unless its a game like Arcanum that was so riddled with game breaking bugs you pretty much Had to install a 3rd party patch for it.

But vanilla/Complete mod should be fine for a first run. Some of the larger mods with extensive changes are pretty fun though. They usually ramp up the difficulty in the game with those mods though
post #1606 of 5912
I'm with the consensus in that Vanilla should be the first play thru. That's my take with every game unless it's so unplayable that it has me scrambling for a patch to get the issues straightened out.

All the while thinking, how can a developer release unplayable trash like this.

~Ceadder
 
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post #1607 of 5912
Quote:
Originally Posted by Ceadderman View Post
I'm with the consensus in that Vanilla should be the first play thru. That's my take with every game unless it's so unplayable that it has me scrambling for a patch to get the issues straightened out.

All the while thinking, how can a developer release unplayable trash like this.

~Ceadder
Yup but the thing is complete only adds EXTRA GRAFIXXX into the game so it doesn't 'ruin' the vanilla experience.
    
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post #1608 of 5912
Has anyone played thru SoC with the Lurk 1.1 mod?
I gave it a couple of hours, but the head-bobbing and comicbook like graphic look was driving me nuts.. I know the head bobbing can be fixed with a little settings change.. All the guns were just too much for that early in the game. I shot at the military base by the Cordon and every single military guy came and shot up the base lol
I got a whole bunch of weapons out of that raid..
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post #1609 of 5912
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Originally Posted by giecsar View Post
It won't be enough. I found myself in the exact same situation when I first played the game cause I didn't know..
He should go buy himself as many anti-rads as possibile if he still can, or put on the SEVA suit..
The really bad radiation is only in the beginning of CNPP level though.

Once you get to the ending stretch (once you get near the door to the control room) the rad level goes down quite a bit, and is never again as bad as it is thru the early part of the level.

There's also a nice military SKAT suit to be found shortly after you open that door, that thing does decent on the radiation. Of course I never even go to CNPP w/o 2 Crystals on hand ... wearing those pretty much tackles the rads anywhere but in the basement where the exo is stashed

Quote:
Originally Posted by Vargess View Post
Has anyone played thru SoC with the Lurk 1.1 mod?
I gave it a couple of hours, but the head-bobbing and comicbook like graphic look was driving me nuts.. I know the head bobbing can be fixed with a little settings change.. All the guns were just too much for that early in the game. I shot at the military base by the Cordon and every single military guy came and shot up the base lol
I got a whole bunch of weapons out of that raid..
Yup, I've played it, thought it was cool ... but I like Oblivion Lost quite a bit better. I think you're supposed to play LURK on the hardest difficulty to balance out the fact that you get the better guns early on. I remember finding LURK on the hardest difficulty to be NOT easy. IIRC you get significantly hurt and you can barely walk, and I think there's no key-binding of medkits allowed ... or am I thinking or another mod?
Edited by brettjv - 7/26/11 at 12:29am
    
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post #1610 of 5912
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Originally Posted by brettjv View Post
Yup, I've played it, thought it was cool ... but I like Oblivion Lost quite a bit better. I think you're supposed to play LURK on the hardest difficulty to balance out the fact that you get the better guns early on. I remember finding LURK on the hardest difficulty to be NOT easy. IIRC you get significantly hurt and you can barely walk, and I think there's no key-binding of medkits allowed ... or am I thinking or another mod?
Must be another mod because medkits are the same key as always. The guns in LURK are much more dangerous. They even sound more dangerous to the point where the vanilla gun sounds seem fake. The weight limit is lower and trader prices are sky high so for the first part of the game you're crawling around trying to find ammo and dropping weapons frequently.
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