S.T.A.L.K.E.R. 2

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ManBearSquid
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Re: S.T.A.L.K.E.R. 2

Post by ManBearSquid » Wed Dec 04, 2024 9:47 am

I haven't had anything stop working yet, at least not that I've noticed.

Yet to play again after this latest patch. I'm also not using much in the way of gameplay changes other than that A-life style mod I posted before.

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Sly Boots
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Re: S.T.A.L.K.E.R. 2

Post by Sly Boots » Wed Dec 04, 2024 9:50 am

Cool, might take a look later today, Game Pass downloading the new patch now.

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eny
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Re: S.T.A.L.K.E.R. 2

Post by eny » Wed Dec 04, 2024 10:33 am

I had my day length revert after the first patch, so just downloaded the newer version with lighter carry weight and haven't had any further probs. Most of the mods are just config edits anyway, so shouldn't really be affected by patches much. When they release the SDK kit we will be able to unpack and do our own edits, to a degree. QoL is the majority work of modding, so we have interface, inventory ordering, PDA alerts all to look forward to.
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Re: S.T.A.L.K.E.R. 2

Post by Sly Boots » Wed Dec 04, 2024 12:42 pm

Just fired it up, all mods working as far as I could tell.

Also, confirmed that the electrobastards are unaffected by bolts!

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eny
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Re: S.T.A.L.K.E.R. 2

Post by eny » Wed Dec 04, 2024 12:50 pm

Electrobastards are looking for the artifacts you are wearing, remove them....works for the ones that follow a set route, anyway.
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Re: S.T.A.L.K.E.R. 2

Post by Sly Boots » Wed Dec 04, 2024 12:51 pm

eny wrote:
Wed Dec 04, 2024 12:50 pm
Electrobastards are looking for the artifacts you are wearing, remove them....works for the ones that follow a set route, anyway.
Oh, now that's interesting! Will have to give that a try :)

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Animalmother
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Re: S.T.A.L.K.E.R. 2

Post by Animalmother » Wed Dec 04, 2024 4:20 pm

The cost of repair and upgrade is soooo much more reasonable now. I upgraded my Cracker as much as I could ...but then found the version with the magazine about 10 minutes later. Decided to take the red dot off and sell it, the gun then vanished into thin air. ](*,)

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Re: S.T.A.L.K.E.R. 2

Post by Sly Boots » Wed Dec 04, 2024 4:37 pm

I still mourn the loss of my clip-loaded shottie (or rather, the clip-loading element of it) some 30 hours later. I've not found another one or mod to upgrade the one I'm using in all that time, and the one downside of the shottie is how loooong it takes to reload :(

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ManBearSquid
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Re: S.T.A.L.K.E.R. 2

Post by ManBearSquid » Wed Dec 04, 2024 5:49 pm

I had the opposite issue, two guns appeared in my inventory that I should never had had - a sniper and a vintar. I reloaded as I hadn't earned them...

Only disappearance was my upgraded ak74u type gun, which I wasn't actually using anyway.

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Animalmother
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Re: S.T.A.L.K.E.R. 2

Post by Animalmother » Wed Dec 04, 2024 7:06 pm

The barman in Garbage sent me to kill a bandit leader. I pop some guy in the head at the location when suddenly hordes of fuckers pour out of the woodwork and start chasing me. I'm dropping them and slinging grenades but they eventually catch up with me. Just in time another random group appears and starts fighting them. I lost count of the amount of bodies littering the area. Still can't find the bandit leader though.

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eny
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Re: S.T.A.L.K.E.R. 2

Post by eny » Thu Dec 05, 2024 12:47 am

Was that Roosevelt, to the West? There is a way to slip in along the pipes, shoot him, then sneak out through the sewer...
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Re: S.T.A.L.K.E.R. 2

Post by Animalmother » Thu Dec 05, 2024 10:52 am

eny wrote:
Thu Dec 05, 2024 12:47 am
Was that Roosevelt, to the West? There is a way to slip in along the pipes, shoot him, then sneak out through the sewer...
No I think his name was Kingpin, very close to the Garbage base. I eventually found his body on top of a shipping container. Also went to the cement works and got myself a Integral smg, it broke after firing 2 magazines. Killed my first dwarf, horrible little bastard. And finally got chased down by a pack of these things that wear gas masks and move really fast.

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Re: S.T.A.L.K.E.R. 2

Post by Sly Boots » Thu Dec 05, 2024 10:58 am

Those are snorks, and they are utter bastards lol.

The dwarfs are horrid too - as best I can tell they're invulnerable to damage when they have their psi-field thing active, so I mainly dip in and out of cover when fighting them timing shots in between those.

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Re: S.T.A.L.K.E.R. 2

Post by eny » Thu Dec 05, 2024 11:42 am

Yeah Snorks I usually kite to an anomaly field, and deal with them that way. But shotty and mutants go together well. I had 2 Bloodsuckers together yesterday, on my way to Wild Island, that Ram served me well there...Burers are indeed immune in their field, as they raise their arm you will have your gun pulled from you if you are line of sight...then they will shoot you with it. Cover, shotty when they are unshielded, then cover again.
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Re: S.T.A.L.K.E.R. 2

Post by Sly Boots » Thu Dec 05, 2024 11:52 am

There was quite a fun scripted fight with two dwarfs/burers at one point, in a basement filled with discarded weaponry, they basically jump you and kill you in a hail of bullets. And by fun, I mean evil lol.

Ended up finding a high walkway with a room attached that provided cover, and spammed grenades until I'd got one of the little bastards, then jumped down, sprinted to the second and unloaded a shotgun in its face...

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