S.T.A.L.K.E.R. (Stalker) Thread

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https://news.xbox.com/en-us/2026/03/26/stalker-2-dlc-xbox-partner-preview/ (Internet Archive/No Ghost Archive bc it's too big a page)

Sister article talks more about the DLC, specifically, that it's about the war of factions, and how the new CNPP area will come with a hub and all the shebangs. In the trailer you can see Skif heading into Lymansk thru the tunnel like Clear Sky as well as a lot of underground scenes so they either bundle Iron Forest together with CNPP and count that as one area or Lymansk is a story area only, either way, they probably don't consider underground stuff to be new areas.
They also talk about how there will be a new DLC after this one.

The copium still in me hopes that the DLC is purely only about the fight beetween Freedom and Duty and that there will be a free update when DLC drops that includes swathes of free content for Freedom and Duty for the upper areas of the map because, the reason why the late game lacks quest content is because it was supposed to be filled with quests about Duty and Freedom, but I don't believe that so much. But a free update with the new Engine and new balancing is pretty assured.
 
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Yeah, if English was the only voice option I don’t think I’d have bought the game. Luckily the Ukrainian VA is really good.
Id say it doesnt work with Stalker 2, mostly because the lipsync (which was clearly made with the Russian dub in mind), so I dunno if its the same deal with this DLC or not.
 
Overall though from what I saw in the trailer it all looks very good. Looks like it’ll be a storyline that opens up after the main story mission at SIRCAA, which I think is fine. Makes sense to me that the Ward would lose control of the factions in the zone after something like that.

I do hope it’s more than just a main campaign and includes some more side quests for Duty and Freedom, probably a bit too optimistic though.

Should be good overall I think. GSC talked about it being a “large story”, so I think it’ll be more than just a couple of missions.
 
been wanting to play SoC again, i've only ever played it with ZRP installed to fix most of the bugs. it's also supposed to enable freeplay/freeroam after you beat the game but it always just brings me back to the outside of the CNPP when you're done talking with c-consciousness and there's no way to leave or change maps. is there a different mod i should be using?
 
been wanting to play SoC again, i've only ever played it with ZRP installed to fix most of the bugs. it's also supposed to enable freeplay/freeroam after you beat the game but it always just brings me back to the outside of the CNPP when you're done talking with c-consciousness and there's no way to leave or change maps. is there a different mod i should be using?
Are you talking about 'The Zone Is Open' module? ZRP includes a readme file aptly titled 'TheZoneIsOpen.txt', this is included in the file;

This is an on-going work, but you can get an idea of what is possible. You can now continue playing after you finish the game, even if you did not start a new game. If you start and finish with this version, you will be prompted to change levels after the "good" cutscene, so you can continue play. (You can also start a new game, select the "Final Level or Free Play" option and then jump to the final level, which will permit you to continue play after you finish the game.)
The module will only prompt you to change levels if you got the good ending (finding and destroying C-Consciousness). If you didn't, you'll be stuck there indefinitely unless you manually change it. Fortunately, the dev did include a way to "fix" that bad ending: simply press Esc > T > F.

If you have any questions, refer to the "TheZoneIsOpen.txt" file. You'll find it in the "docs" folder within "gamedata".
 
Are you talking about 'The Zone Is Open' module? ZRP includes a readme file aptly titled 'TheZoneIsOpen.txt', this is included in the file;


The module will only prompt you to change levels if you got the good ending (finding and destroying C-Consciousness). If you didn't, you'll be stuck there indefinitely unless you manually change it. Fortunately, the dev did include a way to "fix" that bad ending: simply press Esc > T > F.

If you have any questions, refer to the "TheZoneIsOpen.txt" file. You'll find it in the "docs" folder within "gamedata".
i did get the "The Zone is open" prompt but it never said i had to do anything to actually switch levels. it's also been a while since i played so i'll remember that.
 
Overall though from what I saw in the trailer it all looks very good. Looks like it’ll be a storyline that opens up after the main story mission at SIRCAA, which I think is fine. Makes sense to me that the Ward would lose control of the factions in the zone after something like that.
Its stated in-game via post-SIRCAA dialogue with people at the Freedom and Duty bases that the faction war is back on, but sadly never shown to us.

Barman in particular is worried about being shot for treason by Duty if they take Rostok back for the unforgiveable crime of running a bar for them.
 
Apperenty one of the actors of STALKER, Yaroslav Shinder got drafted by territorial center for recruitment and social support.

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>Support war against heckin' "ruzzianz" and supply them with draft carts
>Brave devs tought they might get away
>It's not and they got drafted anyway

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I just finished replaying through Radiophobia, it's such a great mod. The weapon assortment is amazing and the combat on the highest difficulty is both challenging and rewarding, with you and the AI being both able to nearly one shot each other. I've posted about it before but once again I would recommend it to anyone who hasn't played it yet as a modernized SoC.
 
Apparently SKS and G3 are coming
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Both rifles should've been in the game to begin with. So many guns from the original trilogy not being in Stalker 2 makes the game feel like a different universe. The Mosin and SKS not being in the original trilogy was odd enough. One of the first reskin mods for Stalker 2 was adding back the TRs 301 by replacing the AR416 AKA HK416 that is super underpowered.
 
So many guns from the original trilogy not being in Stalker 2 makes the game feel like a different universe.
What new ones do you want to see? I’d like to see more early game Soviet civilian and WW2 surplus weapons.
It might be fixed now but on release I hated how the weapon balance was done, where guns that used the same ammo had vastly different damage and penetration values.
 
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Both rifles should've been in the game to begin with. So many guns from the original trilogy not being in Stalker 2 makes the game feel like a different universe. The Mosin and SKS not being in the original trilogy was odd enough. One of the first reskin mods for Stalker 2 was adding back the TRs 301 by replacing the AR416 AKA HK416 that is super underpowered.
The TRs was the second "weakest" 5.56 rifle even in the trilogy (fuck you IL86), however in S2 it has been absolutely neutered. Back in SoC it was still worse than the SIG or the GP37, but you could still make it work if you liked it and in CS/CoP you could upgrade it to match the power of other rifles. In essence, the stat difference between rifles weren't extreme, and even then each rifle was "best in class" for something, for example the TRs301 was unique due to having the highest durability of any 5.56 rifle.
Meanwhile in Stalker 2, GSC introduced the "penetration" statistic. Take a look at all the 3 5.56 rifles in the game.
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If anyone is confused what this statistic is responsible for, it's armor peneration. Basically how much damage can go through an armor if the enemy has one. Firing at a naked bandit? Full damage. Firing at an exoskeleton? Unless it's super high pen, then have fun shooting a sponge. Why make penetration a gun stat on top of having specialized ammo? Don't know! Why does a rifle using the same ammo and roughly same barrel lenght have double or trice the amount of base armor penetration? No fucking idea either!
And this 20% becomes REALLY WORTHLESS, REAL FAST, because putting the armored enemies aside, even mutants have armor values. MUTANTS.
Which, oh the irony, makes hollow point useless due to it's ASS penetration modifier.
So now we ended up with 3 practically identical weapons squeezing off the same caliber, the only difference being their armor defeating capability. Fun!

It might be fixed now but on release I hated how the weapon balance was done, where guns that used the same ammo had vastly different damage and penetration values.
Beat me to it? Just as I was typing this frustration release out. As far as I'm aware it's still in the game.
 
What new ones do you want to see? I’d like to see more early game Soviet civilian and WW2 surplus weapons.
Additional weapons from the World War II and Cold War eras would be a valuable addition. The AK rifles currently depicted appear too modern when compared to those featured in the original trilogy. Including Cold War-era FN FALs and Vietnam-era M16s would also enhance realism. Both weapon types have been identified in the Ukraine conflict; notably, Vietnam-era M16s are among the most common surplus rifles provided by the United States as military aid. It is speculated that the Ukraine conflict was initially intended to be part of the S.T.A.L.K.E.R. 2 universe but the story content was omitted by Microsoft.
 
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