
Living fossil.
Also on: @[email protected] @[email protected] @[email protected]


Just went and read your other post. Great read. I love HGSS, I know people sometimes complain about the level curve but to me those games were always the peak of the series. So much content, so much charm, just an absolute love letter to Gen 1 and 2, the dual region is still the coolest thing ever and the Pokewalker was a great little gadget. Though I still haven’t gotten my flying or surfing Pikachu from it as those fuckers have like a 2% spawn rate and no pity system.


I’m back to the modding relapse. My playthrough of STALKER: Anomaly has stalled out again as I’m week-deep into a project of modifying the mod that got me playing again in the first place: TALKER (the AI-powered mod that lets you chat with NPCs in game).
What begun as some tweaks to the prompt and minor edits to faction personalities has turned into both some hacky vibe coding and a ton of prose writing as I’m pushing to see how much character description I can feed the model to improve the output.


I know it never had a chance to win it. It never had a chance to win the soundtrack award either, but a nomination is still something.
I’m assuming Silksong snags the Indie Award but Best Debut Indie should be possible to win perhaps. It’s such a unique, interesting and inventive game and it deserves recognition.


There is an alternate universe out there where the N-gage was a smash hit, Nokia is reigning supreme in the handheld market and we’re all rocking gull-wing phones.


I’m more or less done fiddling with mods at this point, and so the last week I’ve been spending my time actually playing STALKER: Anomaly. It’s been an interesting experience, both familiar and different as I’m using several mods that have released since my last playthrough and that completely change the game. Some for the better, some I’m not sure. STALKER players seem to love three things: misery, immersion and realism and while I am one of those too I also recognise that the pursuit of them can sometimes get in the way of enjoyment.
But even with a heavier-than-I’m-used-to Military presence around the starting areas the early game is playing out much the same as always. Grind some simple missions, take the fights you can win, try to loot NPCs kills if possible, abuse any free temporary companions you can get from quests and gradually scavenge your way towards assembling the kit required to move north. Which involves finding a better armoured suit, finding a better helmet with gas mask, finding a scoped rifle or sniper to repair (I got lucky and found an SVT-40), finding a pump-action or semi-automatic shotgun, crafting your entry level tier night vision goggles, getting enough good healing items and anti-radiation meds…
I’m just about setup now and ready for the trek to Dead City where I’ll make my next base of operations I think, but I decided to finish up some missions in the Great Swamps first while I’m still in the south. Despite my initial misgivings about the idea I managed to clear out the military outpost thanks to being able to sneak my way to a perfect cover and some well timed headshots, so now I should be good to actually do some missions in this area.
Despite the bump in difficulty with the new mods I’m having a great time, Anomaly is just such a unique and special experience - the immersiveness, the desolate loneliness, the horror elements, the atmosphere and world design… It’s hard to explain the beauty of it in text, and it definitely isn’t for everyone. But whenever you get that specific itch, there really isn’t a lot else that can scratch it.


I think OLR is based around circa build 1935, but it’s using stuff from all the early builds and also incorporating material from the design documents heavily.
Anyway, as long as older versions are available it’s fine. At least they aren’t trying to justify those new changes as “lore accurate” and push them on everyone like a certain Skyrim modder who shall not be named, right? Please say yes.
I’m not sure about this honestly as a lot of the community is in russian, but they have the older version up at least so that’s a good sign.


I heard the A-life implementation in 3.0 is very impressive, so there’s that. But yeah it’s kind of unavoidable with projects like this. Same thing goes for the Unofficial Patch of VtM: Bloodlines. Eventually the fan group dev team starts running low on material to restore but want to keep working and so start extrapolating single lines of unimplemented code references into full fledged quests and taking throwaway sentences from design documents and turning them into wholesale mechanics and stuff like that.


You’re welcome, always happy to talk STALKER! If you want to try OLR, make sure you grab the 2.5 version as they apparently started inserting more liberal/fanfictiony changes in version 3+. You can download it here (don’t worry, the installer lets you chose English as language).


CPU has been a bottleneck for CoC/Anomaly forever since Xray was originally made in that time when people thought super fast single core processing was the future. So GSC optimised it for that idea. Instead it turned out clock speed has pretty much flatlined since then and multithreading was the future. Plus it doesn’t help that all the offline simulation of what the world is doing in the background offsceen is incredibly CPU heavy.
STALKER modding is absolutely crazy, not quite as large as Skyrim but also harder to quantify since in addition to the by-now massive Anomaly scene there is also a massive scene that’s still spread out over other older offshoots, particularly in eastern Europe. They’re very big on modding and remaking the original trilogy there (STALKER is huge there in general). Hell, I actually have Oblivion Lost Remake installed and ready to go, which is a fan-recreation of the original vision of Shadow or Chernobyl, recreated from design documents and early dev builds that have been leaked. GSC famously had to cut down their vision massively to get the game out the door and OLR 2.5 has been described by many as the closest thing we’re ever going to get to what they actually wanted to make (Oblivion Lost was the original title before it became SoC).


Yep, Anomaly is built on the 64-bit Xray-Monolith engine, which is derived from GSC open sourcing the X-ray Engine back in the day. Though a lot of work has been done on it over the years at this point. Hell, there are two recent further engine forks being worked on right now that will hopefully be merged into main one day: one implementing dual-render PiP scopes in a very smart way with negligible performance loss and one implementing rudimentary multithreading that can give particularly weaker systems a huge performance boost.
The engine guys working on Anomaly are wizards. Those and the guys making custom shaders. The game looks absolutely fantastic these days, almost as good as STALKER 2 - and that is UE5.


Best way to think of Anomaly is as the successor to Call of Chernobyl. It’s really an incredibly impressive project. As I’m sure you know from your time modding the landscape used to be a complete clusterfuck with CoC and Misery and hundreds of forks and submods and what have you. Anomaly basically collected and unified everything into a single stable common platform to work from.
At this point the modding scene of STALKER is probably on the level of non-Skyrim Bethesda games and there are not only thousands of mods but dozens of high quality precompiled modpacks that let you plug-and-play modlists with hundreds of mods without issue. Or you can be a deranged nutter like me and setup your own modpack.
If you used to play close to vanilla CoC back in the day you’ll be amazed what the community have been able to wring out of this old ass engine.


This is far from my first time in Anomaly, so I think that’s a reason my posts have been a bit briefer than my usual rambling. But I can try to be a bit more elaborate going forward. What to do in Anomaly is so heavily dependent on what modpack (or custom modlist) you’re running though. They can play out completely differently and sometimes have entirely different approaches. Like, playing GAMMA and playing EFP are entirely different animals.
How much have you played before?


Still dividing my time between trudging through the Chernobyl exclusion zone in STALKER: Anomaly and perusing scripts and configs to resolve conflicts and crashes as I either discover them or provoke them by continuing to either tweak existing mods on my list or add more to the pile.
I get like this frequently with modding, I don’t know if it’s a latent perfectionist streak or just your garden variety hyperfixation but I tend to lose myself in the desire to make everything just right and get stuck on that over actually playing. But I think I’m having fun with it as I’m hacking my way through making compatibility patches so maybe it doesn’t matter?
It would be fun to actually finish the Mercenary storyline though. I haven’t even progress past the starting areas of Cordon/Meadow/Garbage yet…


Unbelievable game for its age, it looks bonkers good for a 2005 release with some really impressive particle effects and particularly distortion effects. Shockwaves from explosions and slow motion bullet traces look phenomenal still and really smooth, clean and sharp.
Gunplay is great and holds its own against most modern releases, with literally every weapon barring the oddly anemic assault rifle feeling amazing to use. The combination of extremely intentional level design and the insane-for-its-time AI makes every fight fun and different.
If you haven’t played it yet it’s regularly sold on GOG for like a dollar and I consider it a must-play. Make sure to grab the Echo Patch and dont forget to play the Extraction Point expansion too, which is included in the GOG edition and is phenomenal - perhaps even better than the base game.


STALKER: Anomaly. Finally finished up my modlist, landed on a grand total of about 430, so now it’s time to playtest and see if it actually works without crashing and feels good and balanced to play. Just started a Mercenary playthrough yesterday and so far so good. Managed to clear out the bandits at the vehicle station in Cordon as is custom but the real test will be the first handful of missions over in Meadow. I’ve been wanting to do a Merc playthrough for a while but the start is rough in this modlist setup as you can’t get Fanatic as a free companion and you don’t get to start with a shotgun. At least starting off as neutral with the loners means you can start out in Cordon. It’s going to be rough until I get a working gas mask, dosimeter, detector and repair the first shotgun I find.
All in all though it feels great to be back in the Zone.
Putting my final touches into my STALKER: Anomaly modlist and creating the last couple of compatibility patches. I think I’ll end up at 400 mods which is a nice round number. Hope I’ll get to start my playthrough this weekend.
Will also try to get through another chapter of Alan Wake 2, I was on a replay of it when I got derailed but I do want to finish it and finally start the DLCs.


Had this on my watch list for a long time and every new video it keeps looking better. I’m still of two minds about the black-and-white - I get the idea and it works for the theme but I can’t decide if it’s worth it or if I miss the detail color would add. But at the same time maybe it would make it too bright and cheerful for the setting and story?
Still looks super cool and I’m looking forward to playing it.


Anytime! One thing I appreciate in Jade Empire is that they attempted to do something different with the good/evil dichotomy. It doesn’t always come off properly and it’s often constrained by the nature of the game (you can’t really opt out of the main quest for example) but I appreciate the attempt. Instead of just good/evil they try to make it a “Good Samaritan versus Hardcore Darwinian” dilemma based on opposing philosophies that aren’t necessarily good or evil.


Caveat is I have not played NG2 on Master Ninja because I already hate myself enough, I don’t need more misery . Apart from some single chapter challenge stuff I guess. But I have never felt like pulling off UTs was significantly challenging compared to relying on combos and OTs. You’re moving around so much anyway that an on-landing UT is often easy to pull off as long as you have 2 essences in the air.
What I find most fun in NG2 combat is using all the combos from the move list of the various weapons, and using OTs strategically for i-frames. But UT spam just seems so much more efficient and easy.
Maybe Master Ninja is significantly different, I don’t know.


Thanks, I’ll definitely save this for some day in the future!
I also tend to enjoy the process of setting up your own custom modlist, but after being deep in that rabbit hole before with Morrowind, Oblivion, Fallout: New Vegas, Baldur’s Gate 2 and STALKER (all 4 games + Anomaly) I don’t know if I have it in me to learn the ins and outs of another mod landscape 😅
Mapocolops is one of the best Let’s Players out there. Always engages with the story and tries to pay attention, likes reading everything and getting immersed, very genuine while still managing to be very entertaining in an authentic way instead of contrived and faked. Also regularly plays retro games, which is very refreshing and sets him apart a bit.


Do you have any large and complete modpacks to recommend? I don’t know that I have it in me to learn the lay of the land from scratch.
Also, have you used the Mantella mod any? It’s actually a similar mod that got me back into STALKER Anomaly. Really fun immersive use of AI for roleplaying and forming attachment to your companions.


UTs were perfectly balanced in NGB in my opinion. You need a perfect equilibrium between the power/damage of the move, the amount of safety it gives you (i-frames), the charge time it requires and the enemy count (essence generation). NGB hit all of these were UTs were a powerful tool that felt earned whenever you pulled them off and never too powerful.
In NG2 you get an eternity of i-frames, insane tracking that often has you teleporting around the room between enemies (like Tonfas) and a delimb system that means it’s easier for UTs to feed themselves. Which is exacerbated by the design philosophy being “kill hordes of enemies quickly” without tweaking the 2-essence-cost of a full charge UT and even reducing the basic charge time.








I was just warning them to set their expectations. It’s a sad state of affairs.