
u/Flushestpoem4

So...what does delaying already updated and ready Xbox mods do to benefit possible PlayStation mod users?
I'm genuinely curious, tons of mods on Xbox are currently unusable, and many of those only need a seal of approval to update and go live, so why the insistence on delaying to coincide with PlayStation support?
If there is an explanation or if this is misinformation I'll quit my bitching right away, but from what I've seen that's the current reason for the delay. If so it feels like a really unnecessary complication. It's frustrating, my modded campaign is frozen because mods that I updated and know work aren't approved yet.
What is this vest/harness thing rookie suits have called? It looks similar to a scuba harness of some kind but are there any closer inspirations?
A point for those worried about the new foliage: a greener, vibrant Zone can still look ominous, gritty and dilapidated, while also having a sense of wonder and beauty to it.
Also as a more minor point, there are surely still gonna be plenty of locations that fit the old Stalker aesthetic. We haven't seen any updates to places like the Swamps or Burned Forest in the trailers, so I imagine you'll still find plenty of the dessicated, brown Zone around.
Rebuilding the game engine
This is a Viva La Dirt League skit:
https://www.youtube.com/watch?v=3XvzlHuqlXY
Thanks u/gwynnbleidd2
Any good Zone books besides Roadside Picnic?
Looking for some more books to listen to while we wait for 2.0. already read and enjoyed Roadside Picnic, as well as the Metro and Outpost books.
Any other good books in a similar setting that can give me my Stalker fix until the dlc? I heard there were some semi-official books years ago but none that were especially good. Anything else you'd recommend? Thanks.
What are your thoughts on the more mystical or unexplained anomalies of settings like Metro or Roadside Picnic? Would you like to see Stalker add more unexplainable hazards?
In the Stalker games, most anomalies are pretty expected, the Zone tends to just amplify existing hazards or the human perception of those hazards. A field of poppies will make you drowsy, a power substation will produce electric anomalies, an oil pipeline will sprout fire anomalies. All work within the bounds of the known and appear in predictable ways.
It works well for gameplay, but Stalkers anomalies always felt a bit boring compared to adjacent settings. Roadside Picnic, the Stalker Film, Metro, Into the Radius, all have anomalies that feel much more genuinely anomalous in my opinion. It leaves their settings and their Zones feeling much more mysterious, you can't point to the River of Fate or Hellslime or the Grinder and say why it exists with any kind of credibility, it's just the inscrutable, living Zone.
I don't know, I'm sure it's not for everyone, but I think the Stalker games could benefit from more weird, unexplainable phenomena, unlike the usual hazards from time to time. Imagine getting vivid flashbacks to meltdown in '86, or meeting the ghost of a forgotten stalker, or some weird malicious presence that lurks just behind your back in a Pripyat apartment.
Fun fact: In the Caspian, when Damir removes his hat to secure his gas mask, the hat appears to die, becoming a ghost that will haunt the caves forevermore.
How much do we know about "The South" and it's slave trade in Exodus?
An interesting thread I've noticed in my latest playthrough of Exodus is that basically every bandit group across Russia is doing the exact same thing. The Volga gang, Munai Bailer, Taiga gang and Vladivostok crews are all shipping slaves to the mysterious "South."
All across Russia and Kazakhstan it seems like there's a whole industry built up around kidnapping locals to sell on to the south, so much so that it's an income source for pretty much every bandit crew around. It also likely indicates there's likely much bigger players/society in China or the Middle East than in Russia if there's so much demand. Even the Munai Bailer seem wary about offending them.
Other than this slave trade do we know anything about where these people are being sent and what is happening there? It's brought up consistently enough in bandit dialogue and collectibles that it seems like it's a specific place. From what I know these areas aren't really featured in the extended universe or Exodus, but is there anything I missed?
Just realized the hall of the Caspian bunker looks very familiar...
Could just be overthinking it, but after watching the Stalker movie the first room in the Caspian bunker looks very similar to the one the Writer has his epiphany in. Neat reference if it's intentional.
Possible hot take: Defense is the best "Hold the Line" segment in the entire series and there should be more like it in 2039.
At least for me this segment, where you're standing with the Children of the Underground defending Paveletskaya is the best static defense mission in the series, more than D6, Novosibirsk, and the Reich Heavy Squad.
I think the main reason it works so well is that it's just the essence of what makes Metro so interesting, undiluted. With most similar segments there's something extra added on top, whether it's moral complexity or minibosses or some wheel you've got to turn.
I think Defense just strikes at exactly what makes Metro so cool at its core. You're a handful of guys in a tunnel fighting a doomed stand against the Unknowable Depths, trying to hold out long enough for a few more people to make it to the neighboring line. The pacing is also just really well done. I feel like D6 and Heavy Squad throw enemies at you just slightly too fast. A new group appears just before you've finished with the previous one, and so you can't really stew in the environment. Defense has you stand around waiting just long enough between events that you really do feel besieged.
The rest of the level also just helps it along massively, being able to see the aftermath of the siege, passing through the wrecked station finally making it with the kid to the refugee caravan, it makes the failed defense feel that much more real.
I really hope we see more like it in the next game, maybe at Sevastopol. It's a segment where you feel like just another real, scared person in the Metro, not a protagonist, and I feel like we haven't gotten enough of those in the series. I want more moments where you're living within the routines of the Metro instead of seeing them subverted, and other than the first few levels of 2033 we haven't gotten much of that.
Is there any way to prevent congestion like this in large crew ships?
Whenever I Have more than one or two crew I tend to notice this happening. About half the time my crew will actually be in proper positions around the ship, and the other half they're all gathered around a single doorway or ladder blocking my path into the rest of the ship. Is there any fix for this, mod or otherwise? And are there any design principles when making ships that help NPCs navigate them?
Are there any good lighting mods that'd make Gamma look less like
Just tried out gamma and I'm loving it so far, but my only major gripe so far is it has that "extremely heavily modded" look that you see whenever someone decides to turn Skyrim into a souls-like. Like it's too crisp and contrasted to actually be real.
the updated textures and models themselves are beautiful, but the lighting feels all wrong, shadows are too long and there seems to be a film grain effect that turns itself on and off on a whim. Are there any good mods that'd help without conflicting with the Gamma modpack?
Is it likely the mod will make it to console eventually with the new 100gb storage space?
In the latest update Fallout 4 on console just got vastly more storage space, up to 99 GB from 4. Have the devs made any comments in the past about porting the mod over if they got the opportunity? I've been interested in this mod for awhile but I don't have a computer that can run it. It'd be very exciting to be able to check it out finally on xbox
Is there any way to get Bunker Hill to chill the hell out after the Battle of Bunker Hill quest?
It seems to happen to a different extent every game, mods or not Bunker Hill seems to be partly stuck in the battle permanently. When I go there there's still five vertibirds in the air, soldiers everywhere, all the original residents are cowering in place and any new settlers I send just seem to run off to an unknown fate.
Is there any way to fix this weird perpetual combat state the settlement is in? Preferably without just killing all the Brotherhood troops outside or Railroad troops inside? If I need to clear out the basement I'll make enemies with the railroad but I'd rather avoid it for now.
Should I fall for the Brotherhood propaganda this playthrough?
Meat-golem Danse is making me think Maxon has a point about the Institutes abominations...
[Fo4] what is the cause of the crash where audio cuts for one second, followed by the game shutting down?
Not sure if it's descriptive enough, but it's been a very persistent crash regardless of what mods I add or remove. Usually during fog or rain, or when I'm going into a settlement the games audio will cut out for a moment, cut back in, and then the game will crash. It seems like a more specific issue than just overloading on mods or fallout being fallout, but I haven't been able to find anything on it. Is there any fix for this? Thank. I'm on Xbox series x if it makes a difference.
Also, Meat-golem Danse, for your enjoyment.
What might the countryside/other cities on settled worlds be like, do we get any indication on if there's anything beyond the major cities?
As with other Bethesda games, all we see of the Settled Systems are scaled-down versions of the most important cities and locations, though unlike the post-apocalypse or medieval fantasy it's harder to explain that emptiness in a sci-fi setting.
Even though the population was drastically reduced during the earth's collapse a century later it seems to have stabilized again. People are leaving colonized space for the frontier in droves and there's apparently enough people to have a planet-destroying war with conventional weapons and military installations from that war across the galaxy.
Do we get any indication of how this population is set up off-screen? Is almost all of the population meant to be living in a handful of megacities or is there evidence that places like Jemison, Mars or Akila are more built up than we see with planet-wide infrastructure
Found Squint again after Zalissya?
Didn't think he'd come up again after completing his quest, but I found him both zombified and in a completely new exo-suit. He and a few other zombies were hanging out just by the place you meet Scar for the first time. Is this a scripted encounter if you save him or did he manage to somehow get both an exo suit and zombified by the a-life?
By any metric. Vibes, performance, animations, sound design, customization. Which do you prefer?