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post #3011 of 5927
@ WARDOZER - I don't think such a mod exists. As for your other idea, this was considered for Misery 2.0 but in the end they decided against it, since like 80% people voted against it.

@ prongs - I'd just wait for Misery 2.0 which will have all of the above. In the meantime, SGM includes AF3 and AN3.

http://www.moddb.com/downloads/sgm-22-english-all-in-one
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post #3012 of 5927
Wardozer I call that kind of play DiD, or dead is dead. You can still play that way but the saves are really convenient when the game glitches or crashes which would be an un fair death.

Stalker is a long game so starting over for a random crash, ie no save, after investing xx hours just isn't fun, at last not to me.

You can play stalker with any rules you want to give yourself. smile.gif
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post #3013 of 5927
Quote:
Originally Posted by Aparition View Post

Wardozer I call that kind of play DiD, or dead is dead. You can still play that way but the saves are really convenient when the game glitches or crashes which would be an un fair death.

Stalker is a long game so starting over for a random crash, ie no save, after investing xx hours just isn't fun, at last not to me.

You can play stalker with any rules you want to give yourself. smile.gif

You would indeed have to be extremely careful, some anomalies can basically 1 shot you.

I made it to Pripyat in SGM 2.2, I think there may actually be 2 sets of tools like in vanilla, since I found 2 sets of precision tools in Pripyat. This mod has some really interesting features like mines and mine detectors, a Banker with options for deposit, exchanging electronic currency to real, NPC's that can modify and buff artifacts. biggrin.gif
post #3014 of 5927
Yeah but with 1 life in STALKER you'd find yourself actually using the bolt instead of taking either the run and jump or let the suit soak it up with medkit backup approaches.

I'm finding with just the basic Sunrise suit I am taking my time walking step by step thru anomaly fields I usually woulda just leap frogged my way through before or hastily half way planned a route through.
post #3015 of 5927
The other way to do it Wardozer is to severely limit healing. Misery does this and I think it will probably be the closest you will get to want you want.
Having a medi-kit only give back a few bars of health and only finding 3 medi-kits in an hours worth of stalking forces you to pick battles and be extremely cautious.
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post #3016 of 5927


this was here - http://www.moddb.com/downloads/sgm-22-english-all-in-one

this is COP why is cordon there? does sgm 2.2 add other areas? is it stable boredgunner?
Edited by prongs - 3/18/13 at 1:31pm
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post #3017 of 5927
Yes SGM 2.2 added Swamps, Warehouses, Red Forest, and Cordon. I think that is correct.
I need to re-install with the new download, I tried 2.2 a while ago but got frustrated in the beginning.

It is the Clear Sky versions of those maps.
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post #3018 of 5927
Quote:
Originally Posted by prongs View Post



this was here - http://www.moddb.com/downloads/sgm-22-english-all-in-one

this is COP why is cordon there? does sgm 2.2 add other areas? is it stable boredgunner?

I'm playing it right now, it is very stable. I only found 1 or a few things that can crash the game, otherwise it has been fine. One of the bugs was trying to equip the psycodelin into a quickslot, crashes game. I suspect maybe a few other special items might give the same problem but its not a gamebreaking bug like questline issue or anything.

There might be some ways to mess up the storyline, but there is a simple walk through I found to skip the potential problems. Might be some spoilers in that guide so use at your own discretion.

I agree the beginning was a bit annoying, some really long "walks" for the first few missions seem like a big waste of time to progress the story, but after that it gets better and more linear. Plus extra side quests not in original game, and some other features I noted a few posts above this one.
Edited by Faster_is_better - 3/20/13 at 9:30am
post #3019 of 5927
It was the military corpses in the swamp that you have to find. I think there were six of them. I spent days scouring that area but never did find the six corpse so could never finish the quest to move the story.
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post #3020 of 5927
Quote:
Originally Posted by Aparition View Post

It was the military corpses in the swamp that you have to find. I think there were six of them. I spent days scouring that area but never did find the six corpse so could never finish the quest to move the story.

Yes there are a few of the "body hunt" type quests, you need to take care of them quickly because they could despawn. Also all the bodies were found at the main bandit camp (one behind all the mines), in and around the buildings. This is one of those things that the Hint guide is helpful, since you might not realize the quest can break if the bodies despawn after a while and break the questline. I found them relatively easy though.
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