ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
What are the mods with the best quest design for all STALKER's games

1 2 3 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  18:13:34  18 July 2014
profilee-mailreply Message URLTo the Top
dnf
(Senior)
 
On forum: 12/06/2013
Messages: 75
What are the mods with the best quest design for all STALKER's games

So what are the best quests with mods in your opinion? Im looking forward to mods with this kind of quest structure:

Branching questlines with multiple outcomes
Possibility to complete a quest before the questgiver ask you to peform said task(example: military documents for Sidorovich)
Quests with good creativity and good scripts
Good stability, will not let the game break the storyline regardless of what the player do.
Keeps padding and backtracking to a minimum.
Similar games: Deus Ex, Stalker Call of Prypiat.

So, at the moment the best mod i played so far is the old storyline restoration, at least in terms of creativity and stability.

What im not looking forward in a mod:

Fedex quests with no interesting scripts
Pixel hunting little objects in random, hidden locations
Linear quests with little to no branching
Unstable, story breaking quests
Excessive padding and backtracking
Similar games: Boiling point side quests, Secret Trails 2, Geonezis 2.0

Sadly, most mods suffers from the above flaws, even tough they have good quests in them. So, any reccomendations?
  19:49:09  18 July 2014
profilee-mailreply Message URLTo the Top
Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
NS Joint Pak.

Whatever you're looking for you'll find in there - it has a bit of everything.

The quest for the 'Black Doctor's Exo' is virtually a game in itself.

.
  22:00:36  18 July 2014
profilee-mailreply Message URLTo the Top
dnf
(Senior)
 
On forum: 12/06/2013
Messages: 75

---QUOTATION---
NS Joint Pak.

Whatever you're looking for you'll find in there - it has a bit of everything.

The quest for the 'Black Doctor's Exo' is virtually a game in itself.

.
---END QUOTATION---


Interesting, could you elaborate on this? I don't mind spoilers.
  23:29:43  18 July 2014
profilee-mailreply Message URLTo the Top
Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
The NS Joint Pak is the Narodnaya Soljanka mod with several other mods and add-ons all sewn together by Russian elves, with a reasonable translation, which, for a Stalker player might represent the equivalent of nicotine - if it gets its claws in you it is one of the most addictive things of its kind. You might be enslaved for years.

The basic vanilla SoC storyline is still there, and offers a sort of backbone to rely on. Then there are other storylines, going on all around it. I'm not talking about side-quests and jobs, but entire other storylines that span the whole Soc story and further, and others that don't begin until you think you're reaching some kind of ending.

You're not, by the way. You don't get off that easy.

I forget the exact number of maps involved, save to say it includes all of the SoC, CS, and CoP maps and undergrounds, with a few of its own thrown in - you'll even recognise bits of Lost Alpha's scenery in there.

Weapons: a very large number of different ones, along with their scopes, grenade launchers, underbarrel-shotguns, supressors and other bits and bobs. I'm partial to the XM8 with the C-mag.

Armour: everything from a bandit duster to the previously-mentioned 'Black Doctor's Exo', via numerous types of Stalker suit, all the different factional armours, experimental exos and a nano-suit or two.

Mutants: some you'll possibly not have seen before and many you certainly have. Some of the familiar ones will now surprise you by doing unfamiliar (and occasionally bloody stupid (in several senses)) things. I do not fear the Librarian, but the Death Claws give me the willies. The Chernobyl cockroaches aren't pleasant either. And every mutant in Jupiter is a bullet-sponge; the skinless dogs are harder to kill than AW bloodsuckers.

New anomolies, new artifacts, new detectors. Hand-held teleporters - good route planning can save hundreds of level-changes.

Not much in the way of 'spoilers'. More like an approving movie review. I like the Joint Pak, though I haven't tried Joint Pak 2 yet.

Don't think, for even a picosecond, that I haven't got anything bad to say about it. I could tell you tales of the most astoundingly stupid 'features' it has. But that would hardly encourage you to try it. And if or when you do try it, it shouldn't be long before you see one or two of them for yourself.

There's always a cure. NS has been around a while now. There are lots of folks on here who have enjoyed/played/suffered through it, so there'll always be someone who can answer your questions (or, at least, make a vague, booze-fuelled guess).

.
  15:55:14  20 July 2014
profilee-mailreply Message URLTo the Top
Buzzard_Burbridge
Senior Resident
 

 
On forum: 03/31/2007
Messages: 160
What about for CoP in particular? (and besides MISERY).
  17:08:57  20 July 2014
profilee-mailreply Message URLTo the Top
Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171
For CoP my recommendation would be SGM. I only played the mod up to version 1.7 - it now being up to 2.2, I would imagine it has even more content, story, quests, weapons, etc.

I would add a mention for Smrtphonuser's CoP mod, but I'm not entirely sure if he's still working on it or not. Haven't heard anything in a while.

.
  17:58:07  20 July 2014
profilee-mailreply Message URLTo the Top
Buzzard_Burbridge
Senior Resident
 

 
On forum: 03/31/2007
Messages: 160

---QUOTATION---
For CoP my recommendation would be SGM. I only played the mod up to version 1.7 - it now being up to 2.2, I would imagine it has even more content, story, quests, weapons, etc.

I would add a mention for Smrtphonuser's CoP mod, but I'm not entirely sure if he's still working on it or not. Haven't heard anything in a while.

.
---END QUOTATION---



I remember trying SGM 2.2. Too bad I couldn't find a way to disable the batteries for detectors. That ruined the game for me. Such a dumb decision. :\
  18:30:16  20 July 2014
profilee-mailreply Message URLTo the Top
Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
Messages: 5171

---QUOTATION---
For CoP my recommendation would be SGM. I only played the mod up to version 1.7 - it now being up to 2.2, I would imagine it has even more content, story, quests, weapons, etc.

I would add a mention for Smrtphonuser's CoP mod, but I'm not entirely sure if he's still working on it or not. Haven't heard anything in a while.

.

I remember trying SGM 2.2. Too bad I couldn't find a way to disable the batteries for detectors. That ruined the game for me. Such a dumb decision. :\
---END QUOTATION---



Similar qualms are being voiced about batteries in LA now. In 'Roadside Picnic' the 'batteries' that were found in the Zone were the answer to Earth's energy problems. Pity neither development team took that one on board.

.
  03:05:13  21 July 2014
profilee-mailreply Message URLTo the Top
dnf
(Senior)
 
On forum: 12/06/2013
Messages: 75
Steelyqlint, i'm familiar with Stalkersoup mod, tough nasty bugs and CTD's and bullet sponge mutants was a turn off for me. I am interested on details about the quests of the megamods, how do they work, what do you need to do, etc.
  03:30:08  21 July 2014
profilee-mailreply Message URLTo the Top
Steelyglint
Senior Resident
 

 
On forum: 06/06/2009
 

Message edited by:
Steelyglint
07/21/2014 3:33:12
Messages: 5171
Ah. Well, if any NS variety can be said to be 'stable' it would be the Joint Pak. Apart from Out of Memory CTDs (my machine is 7 years old or more, runs XP and can only use less than 3gb of RAM), the only crashes that require any fiddling in the files are those 'invalid vertex' ones, and the cure is very simple.

Also the Joint Pak is very different to Stalkersoup, which is a 'beta' of an unfinished product. Joint Pak goes to the limit of the story so far - I suspect JP2 includes an extension of the storyline (which is what was required), but I'm not sure as I haven't yet tried it.

As to details of particular quests, you might have to pick one. I just started the 'Arrow Stashes' quest line. This begins with Doctor in Pripyat. He tells you about stashes you made before you lost your memory. Each contains a PDA with clues to the next. The first is on a very high branch of just about the tallest tree in Pripyat. To get there you have to balance along telephone wires which you drop onto from a building roof - which you get to via a teleport from a map called ATP.

The next stash is a pair - one in WT, the other in DV. For these you need to have at least one of the hand-held teleporters as the places they're in, once you're in there a teleporter is the only way out.

The last one involves climbing to almost the top of one of the antennae in Radar (Brain-Scorcher). It is doable. Bloody annoying sometimes, too. But there aren't only three. I missed out a good dozen or more.

I'm not sure just what it is you're looking for.

.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2022 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.