Stalker mods.
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
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Stalker mods.
Blame Mr. Green for this one.
It turns out that stalker with 3 mods, turns into something quite fucking awesome.
All you need is Float 32, Oblivion Lost, and Arsenal Mod. (I'd suggest a weight hax too, but that's easy enough to DIY.
I used This as the sauce for my mods, as it worked fine, though the patch is the US version.
It turns out that stalker with 3 mods, turns into something quite fucking awesome.
All you need is Float 32, Oblivion Lost, and Arsenal Mod. (I'd suggest a weight hax too, but that's easy enough to DIY.
I used This as the sauce for my mods, as it worked fine, though the patch is the US version.
Last edited by Dr. kitteny berk on August 26th, 2008, 21:27, edited 5 times in total.
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
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Fucking aweome? Guns that kill, AI that does stuff (freedom and duty are having a massive battle outside the bar in my game) generally just as it should be.
Oblivion lost pretty much makes stalker more like it was meant to be.
The Arsenal Mod adds an absolute shit ton of weapons. much gun joy.
Oblivion lost pretty much makes stalker more like it was meant to be.
The Arsenal Mod adds an absolute shit ton of weapons. much gun joy.
S.T.A.L.K.E.R. OBLIVION LOST 2.1
What is the purpose of this mod?
The purpose of this mod is to get closer to the old Oblivion Lost, and give the best performance possible, while implementing the best mod features:
Total Freeplay, Modified A-Life, and Reality Enhancement.
It is recommended to play in HELL difficulty!
This mod works properly only with 1.0004 and 1.0005 patch!
Although the 1.0005 version is working with the 1.0006 patch aswell, but that is just an MP Patch.
New game not needed, because clean install OL2.0 savegames compatible with this, but might better to start new game, especially if you changed something in OL2.0, we are not responsible for edited versions.
CHANGELOG OF OL2.1:
INTERACTIVE FACTION WARS
- Well, it was a very rare event in the previous version, now you have events probably every day, maybe twice a day, it's random, but it won't mess up the storyline, it's based on that and fits into it. It means there are some restrictions which block some events at the earlier stages of the game.
The AMK Offline Alife inspirated me to make this feature, but it's very different, it's main purpose is the battles between factions and mutants. For example you are in Cordon, you have an onscreen message about an event from the Bar.
You go to the Bar, and fight with Duty against their enemies, or maybe you will loot their corpses if you go to there too late. So events will happen in the another levels, where you aren't there.
Helicopters and BTR's are also added to the random events.
A lot of faction wars stalkers wear new weapons, so if you are lucky, there is a chance to obtain new weapons, instead of buying them from traders. There is a chance to meet a rare stalker in certain levels. Of course, the whole game is rebalanced and fit into these features.
Authors: Kanyhalos, Atrocious, xStream, sokol_jack
Thanks to Barin by some help about the npc logics.
DAY-NIGHT CYCLE ANOMALY BEHAVIOUR
- The dynamic anomalies feature was already included, but only after blowouts. Now the anomalies are moving during day, they are aggressive, and don't accept artifacts for transmutations, but at night they become calmed down, don't move out from their positions, and the artifact transmutation works until the next morning, they accept them.
Of course, you can disable this feature manually in olp_mod.script, set the anoms variable to false, and it will stop their movement at day and the transmutation will work during the whole day, not only at nights.
There are anomalous zones where they can appear, not everywhere, so it won't kill important npc's and won't block important pathways.
Authors: Kanyhalos, xStream, Red75
RANDOM WEATHER
- Now there are 3 weather presets, not only one, and it's random. Also after blowout you'll have massive fog and storms, but this will switch back to normal weather after a while. Of course, you'll never see suddenly sky switches, and also added more fog and rain, but those are also random.
Authors: Kanyhalos, Atrocious, Barin, xStream
NEW WEAPONS
- ZM LR300 ML, Benelli M3 Short, Bizon, P90, FN2000 prototype, Kriss Super V, Ingram MAC10, MG3, MP7, OTS-33, PKM, PPSH-41, Saiga12c, Steyr TMP, TEC-9.
Most of them not available at traders, you need to find them somewhere in the Zone.
Credits: The LR300, the MG3 and the PPSH made by Dester and Zereset for Arsenal Mod.
The Saiga12c made by tambovsky and his team. The PKM made by Gosuke.
The other weapons originally made by the Counter Strike Source Community from the FPSBanana site, and ZEN animated them and made compatible with S.T.A.L.K.E.R. for his ZENOBIAN Mod.
The models and textures created by: Twinke Masta, Thanez, cryomerk, readersdigest, Millenia, Pete, Schmung, the_tub, SureShot, DarkElfa®, RedRogueXIII, SilentAssassin12, Logger, Dav0r, Downloadable Skillz, Kimono, GigantoR, Kurgan, Rionname.
Particles.xr file merged by EggChen.
Thanks to:
- Domestos' textures (thx for Domestos)
- New LR300 texture (thx for BAC9-FLCL)
- New Minigun texture (thx for Hectrol)
- New inventory icons (thx for ZEN, Pollux, Darius6, Saint Stan, ClaySoft'65)
- Rank-based repair (thx for ClaySoft'65)
- Improved Bumpmaps (thx for Cpt. Borovich, Skullhunter, Atrocious)
- Siro's skins (thx for Siro)
FIXES SINCE OL2.0:
IMPROVED GAME BALANCE
- All traders reworked, the repair prices based on your rank, added a new trader to Pripyat, balanced the spawning rates, fixed the insane respawn issues in the Sarcophagus and in Chernobyl NPP, and the mutant spawns rebalanced in the whole Zone.
Random types of mutants will appear on the ground and random types of artifacts will birth from anomalies after blowout, also in random places, and there is 25% chance to have a rare artifact in the later levels of the game.
Also probably you'll have better performance, some stutterings has been successfully eliminated.
I fixed the death on sleep issue by hunger, although it's still highly recommended to eat before sleep, because I didn't disable the hunger, just delayed it a bit.
And also all OL2.0-related bugs have been fixed, for example the controller issues at the Barrier, Skinflint's error, some annoying anomalies in the Dark Valley, etc, etc.
The damages of the blowout rebalanced, now it's possible to survive closer to the center of the Zone, but still very dangerous. Also some players reported the blowout disappeared after you completed the main story, now it's fixed, also sometimes the blowout interval was felt a bit constant, now it's more randomized and fixed.
Restored the Duty and the Loners to Wild Territory, also some of them unique.
The alcoholism feature has been disabled, but you can re-enable it in olp_mod.script by setting the alkohol variable to true.
FIXED ARTIFACT TRANSMUTATIONS
- Some recipe descriptions were broken and messed up, now all of them fixed, no bugs anymore. But remember, not every anomalies accept the artifacts, if one of them doesn't, then try with an other.
Also now if the recipe giver stalker die before he can give it to you, then you can loot the recipe from his corpse, so you'll be sure to have all recipes.
Do not forget about the day-night cycle anomaly behaviour, if you kept that enabled.
FEATURES FROM OL2.0:
FREEPLAY
- Although you can follow the storyline, it is not necessary, you can explore all levels without completing them, but you must have the decoder to be able to get to Monolith Control and NPP Stancia2.
- Removed the scripted blowout from Stancia1 and the dead zone from Stancia2, so you can explorate the whole Power Plant.
- The last portal teleports the actor to the court, so the game is open-ended, you can make your way back to the previous levels.
- New level changers (NPP Stancia2 to Control Room, Control Room to Sarcophagus, Sarcophagus to NPP Stancia1, NPP Stancia1 to Pripyat, Cordon'to Dark Valley).
A-LIFE
- Now almost everything can happen, there's a chance to meet any NPC on any level.
- Sometimes the army raids, sometimes they don't, this is totally random, too.
- The mutants are making their way through the Zone in big hordes.
- The mutants are entering places where they could not enter before, so there's an increased chance to meet them in npc populated areas.
- Sometimes you may happen upon unique situations, it can be very hard or even funny.
- You will not have the same situations 2 times on the same level.
- The respawn can be very random, there's a chance to meet different types of mutants then before.
- The bugs of the older versions and the vanilla bugs have been corrected, now you won't see any failed quests and Quest NPC's who die before you can complete their quests, also the vanilla respawn is working properly and balanced.
FACTION WARS
- There's a chance to meet any faction in any level, also it's totally random.
- A message will give you notice about the random events.
- The Military attacks the bandits in the carpark.
- The Military attacks the loners and the bandits in the Hangar.
- You can meet Mercenaries in Agroprom.
- The Duty and the Military attacks Borov's base.
- The Freedom attacks the Duty base.
- The Military sometimes attacks Rostok Wild Territory.
- The Duty attacks the Freedom base.
- All factions try to reach the center of the Zone, and there's a chance to some of them become zombified by the Psy ejaculation.
REALISM
- All weapons are stronger and well-balanced.
- Almost to all weapons are able to attach addons.
- Added realistic sounds to the weapons, rounds, ammos, materials and environment.
- NPC's can bleed, if they are hurt they fall down to the ground and if they don't receive any medkits within a minute, then they die.
- Bandages and foods don't heal the actor.
- The average bleeding doesn't stop by itself, only the minor.
- Added realistic head-bobbing to the actor when he is heavily wounded.
- Well-balanced armor degradation.
- The crosshair is reduced to a dot.
- New sniper weapon scopes.
-There is a huge difference between day and night, you can sneak in the pitch black, but it's not very easy, I had to make a compromise between a good stealth and bugfree npc behaviour.
- If the actor turns on the flashlight at night, then his enemies spot him immediately.
- Reduced the sound volume of the Knife, now it's a dangerous and invisible weapon during night, presumably the NPC's won't notice the actor if he is smart enough.
- The quality of the weapons which are looted from corpses is generally very bad.
NEW WEAPONS
- BM16 Long Rifle
- M-134 Minigun
- AK-47
REWORKED AI
- The npc's can avoid anomalies.
- The npc's can throw grenades.
- The npc's can use medkits, heal themselves and each other.
- The npc's can upgrade and replace their armor and they will collect suits and weapons found laying about.
- There are no dead npc's around campfires, but if someone dies near one, the campers will drag the corpse away.
RE-ENABLED CONTROLLER AI
- The controller can take control on the npc's and lead them against his enemies.
- If an npc is inside the controller's aura, then he will immediately become zombified.
- When the controller dies, then "controlled" npc's will return to normal.
WEATHER
- There are 24 hour cycle weathers in all levels.
- The night is dark and scary.
- Restored the Sun and the Moon.
- Atmospheric sky textures.
- In NPP Stancia2 the weather is always rainy and cloudy, it fits in to the atmosphere of the Nuclear Plant.
BLOWOUT
- The blowout is totally random, you never know when it will happen.
- So there are many hideouts in each level, but carrying antirad is very important.
- The npc's are running to hideouts, while being attacked - they fire back, at the end of blowout - they return to usual places. They protect the hideouts from enemies.
- The strength of the blowout is always stronger and stronger if you are closer to the NPP. In the NPP blowouts are deadly, you must runn down to the Sarcophagus as soon as you can.
- The mutants lie on the ground during the high radiation sequence of blowouts, they feel pain from that.
- More mutants will appear after blowout and give madness to the environment.
- Artifacts will birth from anomalies after blowout.
- The blowout will continue if you save and load the game or move to an other level, you can't bypass it.
DYNAMIC ANOMALIES
- The anomalies change their positions after blowouts.
- Stronger anomalies can appear and they will be very deadly.
- Be careful of them if you are driving cars, now the routine which you learn in the vanilla game is useless.
DYNAMIC HUD
- Player's field of view lowers when you wear suits with masks, condensation effect (glass becomes covered with moisture)
ARTIFACT TRANSMUTATION
- It's a kind of alchemy, as you can see in other rpg games. You can modify artifacts by placing them in the proper anomaly, but be careful, you can ruin them too. There are "recipts" hidden in the zone, and you need to find them, or get them with completing quests. These papers contain the solution for creating unique items, so you should carefully read them. There are different levels for artifacts, each with new features. If you are lucky, you will be able to create a new artifact with unique properties.
SLEEPING
- Now Marked One gets tired after 30 hours of action: it begins to double your vision, etc. If you continue to play and will not sleep, Marked One will fall asleep approximately after 6 hours.
- You can't sleep for a while if you had an energy drink.
- You can't sleep during blowout.
- To sleep, use the sleeping bag in your inventory..
MUTANTS
- Added all cutout mutants (Dwarf, Chimera, Cat, Zombie, Izlom)
- They have many different types of skins.
- Added the Psy Dog as a new mutant (with attack effector).
- Two boss enemy characters (Burer and Koshei) - they are tougher and have stronger attacks then the usual mutants.
VEHICLES
- Added all drivable vehicles (Niva, Zaz, Kamaz, Tractor, UAZ, BTR, Moskvich).
- The vehicles don't float.
- Well-balanced driving properties.
- Added realistic engine and gear sounds to the UAZ.
MISCELLANEOUS
- Replaced main menu music.
- Main menu from the 2215 beta.
- Added the "Turn on the engine" to the options/controls.
- Added the AMK Options menu, you can disable the Suit HUD visors.
- NPC's can buy anything from the actor but in very low prices.
- All traders can repair.
- New stalker and weapon textures.
- Additional skins for stalkers and bandits.
- Traders sell their supplies at very high prices, but they pay very low prices for everything, now they are well-balanced.
- Finding a medkit is not so easy, also it's very expensive to purchase them.
- Shootable crows.
- You can place markers on the pda map with GPS.
- Reworked the helicopter AI. Now they use rockets and will sometimes use evasive maneuvers. If the pilot loses the player from it's FOV (Field of Vision), then it will halt it's attack and fly away.
- Antigas armors enabled.
- The npc's can play the harmonica.
- Alcolholism, don't drink too much vodka.
- Replaced some dialog sounds to russian.
- Added some songs to the camping stalkers.
- Sidequests and autoquests have no time limit.
- You can obtain the quests again after 1 day.
- In standard task of the "Kill stalker" type, now, there are several ways to end task - victim can pay for its life.
- A lot of vanilla bugfixes.
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CREDITS:
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FEATURES BY AMK:
- Anomaly evasion
- Restored the Sun and the Moon
- Blowout
- Dynamic anomalies
- Dynamic HUD
- Artifact transmutation
- Alcoholism
- Sleeping Bag
- GPS
- Victim can pay for its life
- Shootable crows
- Reworked helicopter AI
- Controller zombify the stalkers
FEATURES BY OTHER MODDERS:
- Rookie Skinpack (thx for WhatPayne)
- Custom mutant and bandit models (thx for Jketiynu)
- Siro's Models and Skins pack (thx for Siro)
- Stalker Skies (thx for Cambragol)
- Flannel Jacket Bandit Skin (thx for KnifeInFace)
- Stalker Sound Overhaul (thx for Darius6)
- Improved Sound Effects (thx for dDefinder)
- Beta-style gloves (thx for stalkermuckl)
- Ecolog zombie stalker (thx for EggChen)
- Food and bandages don't heal the actor (thx for FatRap)
- AMK-EN Translation (thx for Vizzy, BAC9-FLCL)
- Fixed the vanilla a-life bugs (thx for bardak, NatVac)
- Fixed the vanilla waypoint bug in Army Warehouses (thx for DC-)
- Some parts of ZRP Mod included (thx for NatVac, bardak)
- M-134 Minigun (thx for SRP Team)
- Campfire bugfix (thx for bardak)
- Duty bribe (thx for gannebamm)
- PLR's realistic weapons 2.0 (thx for PLR)
- Lexx's Antigas armor Mod (thx for Lexx)
- Harmonica Mod (thx for gordon-x)
- Unique Chimera skin (thx for Domestos)
- AK-47 model (thx for Zereset & Dester)
- AI Pack final (thx for xStream)
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- Throbbing Cupcake
- Posts: 10249
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I use oblivion lost, arsenal mod, particle enhancement mod, sky4ce's graphics mod and some of my own tweaks that I can't even remember anymore, one of them being to reduce carry weight to 35 from OL's ridiculous 80.
Don't expect Oblivion Lost for Clear Sky, though. The creator of OL had a spaz that Pripyat wasn't in and went all I AM NOT BUYING THIS GAME HURF DURF YOU'LL HAVE TO FIND SOMEONE ELSE TO STEAL EVERYONE ELSE'S MODS AND COMPILE THEM FOR YOU. I'm hoping the creators of the Redux mod come out of hiding and mod for Clear Sky. That was an excellent mod.
Don't expect Oblivion Lost for Clear Sky, though. The creator of OL had a spaz that Pripyat wasn't in and went all I AM NOT BUYING THIS GAME HURF DURF YOU'LL HAVE TO FIND SOMEONE ELSE TO STEAL EVERYONE ELSE'S MODS AND COMPILE THEM FOR YOU. I'm hoping the creators of the Redux mod come out of hiding and mod for Clear Sky. That was an excellent mod.
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- Mr Flibbles
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- Mr Flibbles
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- Ninja Pirate
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- Throbbing Cupcake
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- Weighted Storage Cube
- Posts: 7167
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Been playing it today with Berk's supplied link, much fun. However, even with the reduced value at the trader when you're selling guns, and coupled with the "hidden" merc armour in the first few houses, I still had over 50k rubles before even crossing the railway line.
I think I'm set for a while though, around 600 rounds of 5.45 and an AKS74, which is fairly well rounded (I did buy an M16A4 at the trader, but he doesn't sell 5.56 ammo yet, balls)
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
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should do, yes, the game will be installed pretty much as normal, but inAkiakaiu wrote:Do the mods work with the steam version?
C:\Program Files\Steam\steamapps\common\STALKER (I assume)
however, you might need to get updated versions, as all of this stuff is for 1.0.0.5, but 1.0.0.6 is MP fixes only, so it might be fine.
Found a STALKER on floor. Having problem launching. 1.0005 shows the game image thingy in the middle, then fails to start up, 1.0004 simply vomits incomprehensible error messages when trying to start up. This is all with mods installed. Any idea for fix?
Oh, and yes, I tried Google and CIIJASIIE, and no, I don't want to play without the mods (again).
Oh, and yes, I tried Google and CIIJASIIE, and no, I don't want to play without the mods (again).
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- Weighted Storage Cube
- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
Buy it. Should be gettable for a reasonable £8ish now (via play.com).Baliame wrote:Found a STALKER on floor. Having problem launching. 1.0005 shows the game image thingy in the middle, then fails to start up, 1.0004 simply vomits incomprehensible error messages when trying to start up. This is all with mods installed. Any idea for fix?
Oh, and yes, I tried Google and CIIJASIIE, and no, I don't want to play without the mods (again).
On a related note, I did have quite a few crashes when I tried to use a cracked exe on my retail version so much so I uninstalled it as unplayable (was crashing every 5/10 mins), I still do crash now and again but that's probably the computer (older graphics drivers and flakey drivers and install for my old Audigy).