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FPS Resurrection by fatrap for the 1.0005 Patch

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  14:20:43  2 May 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
05/02/2020 15:35:53
Messages: 2286
FPS Resurrection by fatrap for the 1.0005 Patch

This is the mod I was working on back in 2012 when life events caused me to give up gaming until the beginning of 2020. Now that I am retired, I decided to finish it and have been working on it for the last 3 months. It is somewhat different from my earlier mods and it has a lot of new features. For example, the crazy mutant spawns in my earlier mods will not happen until you get to Pripyat and get the decoder. After that.... well, be prepared! There is an exception to this in the X16 lab that will happen after the Brain Scorcher is turned off. There is a reason for this... because of recurring quests from Sakharov, the mutants that will spawn have a chance of dropping a quest item you will need that is normally a one time item.

As the title implies, several key figures have been resurrected. Ghost is alive and well in the beginning of the Chernobyl level, Loco is alive in the back of the tunnel in the Garbage, Freeman is ready to do business with you in Rostok, and lastly, Doc is back in the game and is in the sniper tower room at the north end of the Red Forest. All of these folks are also traders and most can offer special skills (for a price). Also, you can converse with wounded enemies and give them a Medkit and they will become your friends and switch factions to the Loner faction. Used properly, you can create your own army! There is a "new" weapon to help with this... a VAL chambered for the 9x18 ammo that has a power level close to the pistols. It is designated as a "Training Rifle" and you get it from one of Wolf's 'destroy the mutants' quests.

Many of your favorite NPCs are pretty tough... Wolf, Fox, Petruha, Tolik to name a few... I always hated seeing them dead later in the game! It takes a LOT to kill them off now.

I referred to this before and I will expand on it now... you can buy "insurance" from some of the traders and select NPC's... it is very expensive and it can really boost your health levels and immunities. I derived this from the Skill Trainer mod. Also, you can purchase "Hunter Skills" that give you an additional dropped item on a mutant. The higher the skill level, the more probability of a drop. You will have to work the earlier levels of the game HARD to get the cash to buy these.... Should be able to max them out about the time you first enter Pripyat.

Freeplay is built into this, you make the choice when you decide to see the Wish Granter or to fight the C Consciousness.

There are a couple of "uber" artifacts, weapons, and armors.... you can use them or not depending on how you want to play the game. The choice is yours, Stalker.

There are so many things that I have changed that I simply cannot remember all of them. I will post them along the way! (See the edits at the bottom of this post) The main thing is that the gameplay is the most "vanilla" experience I have ever created. NO... it is not vanilla, just closer!

Anomalies are pretty weak and will not show up on the detector. They will cause a little damage but are more a nuisance than a threat. This is to keep mutants and enemies from being totally destroyed so that you can maximize looting. And electo anomalies can be quite useful one your shock immunity is over 100%.... this is an exploit in the 'vanilla' game.

Mutants will ignore NPC's... but they hate you... and NPC's only hate certain mutants. Again, there is a reason for this... the Hunter Skill will only drop items on mutants YOU kill.

Unlike my previous mods, you can quicksave and reload without being punished... that is until you get the decoder in Pripyat, and I seriously would advise against quicksaves after that.

I really had no intention of posting this mod, just something I wanted for myself. So, here is the trick question.... is there enough interest in it to post it? Please give me feedback on that and it will determine whether or not I do. And before I do, I would like to have several people test it and get their input. Any volunteers?

EDIT:
It is now pretty easy to become 'friends' with Freedom, Duty, Loners and Traders. Kinda like all those green dots...

Also, after the 'Kill the Snitch' mission, Skinflint will sell almost everything including quest items. Again, you can use it or not depending upon how you want to play the game. Mutants do not carry mutant parts... but NPCs have a small chance of carrying them so that the 'Find the Mutant part" type quests can be completed.

There is also the normal stuff from my earlier mods.... armor and weapon repairs are available, rewards are shown for quests, and most artifacts have reduced benefits so that you really need to buy that insurance. Bandages can cure radiation and the need to eat has been extended. The Sleeping Bag Mod from ABC is included.

There is also a file that can be enabled to let you pass through barriers like fences. About the only time I use it is to collect the artifacts in Agroprom that are behind the gate where the big radiation field is. I get tired of tossing grenades over the fence to knock them toward me! Other than that it can be quite dangerous as you can fall through sewer grates and metal walkways.... not fun!

As with all my other mods, the emphasis here is on the "Fun Factor". Folks, at my age if it isn't fun it isn't worth doing!

EDIT AGAIN:

The level changer from the Dark Valley to Cordon works both ways now and is moved away form the gate in the Dark Valley side for easier access. The level changer from Pripyat to Chernobyl will not "suck" you in... the flyby is still there but it will dump you on the Pripyat side of the stadium. Would suggest going in the side gate at first and taking out the snipers and mutants before the flyby. The boars in the stadium are not "brain dead" as per the original all.spawn file... they are not stuck in the anomalies and will chase you and attack.
The fleshes are quite aggressive throughout the game, also.
  01:25:19  3 May 2020
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
05/03/2020 1:26:55
Messages: 27316
FPS Resurrection by fatrap for the 1.0005 Patch

fatrap:

---QUOTATION---

I really had no intention of posting this mod, just something I wanted for myself. So, here is the trick question.... is there enough interest in it to post it? Please give me feedback on that and it will determine whether or not I do. And before I do, I would like to have several people test it and get their input. Any volunteers?

---END QUOTATION---



fatrap

Yes, I think there would be a lot of interest in this. However I can only speak for myself. There are so many elements that sound interesting and things I have never heard of or seen before. I would love to check it out but I'm not exactly the best kind of Tester. I have a tendency to go slow, build up resources and delay getting to the end events that other people can race to in a week or two...or month.

One of the last SoC Games I played, I took an entire year ( Game Time ) before I entered Pripyat for the first time. I did this just for fun, to see if I could do it and keep myself busy. I discovered that I could make the Game inoperable if I stored too many supplies in Rostok and had to go back to an earlier save and start selling surplus like crazy. Of course that didn't include any artifacts or mutant parts.

Pre-Pripyat Trophy Stash: ( No Mods )
https://i.imgur.com/okQG2Ic.jpg

Anyway, I'm currently playing my best ever Game of the Call of Chernobyl Mod. I'm in the Loner Faction, on day 81 up in Zaton aboard the Skadovsk just playing Fort Apache. Lots of Monolith with Gauss Guns, RPG-7 and SVDs roaming the dried up river basin. I could take a break and check out your Mod if you posted it. Be more than happy to make comments here and give you some feedback.

TS
  10:09:20  3 May 2020
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Yes please, I would like to check this out. Always interesting to see something different.
  15:33:21  3 May 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2286
Great!

OK... I will post it later today. I really don't think it needs testing, but some folks will probably want to adjust the wild spawns that happen after you get the decoder in Pripyat. I have not finished polishing all of those.... Whew!

This mod is slightly different than most because you try to wound certain enemies instead of simply killing them. You have to be careful because some of those NPC's are part of quests and will have to be killed regardless of friend or enemy. (HINT... gas barrels are handy!) Most Military and Monolith are exempt from this and most Zombified stalkers are with the exception of the ones by the helicopter in Yantar. And you need a little distance between the wounded because the first one you revive will try to take out any nearby ones since they are now enemies. Be selective in wounding the Bandits because a lot of them are part of quests.

It is very interesting to watch what these "converts" do after they are revived. Sometimes it is quite hilarious!

Most of the time you cannot talk with them for a bit after they are revived because they are still in a "attack" mode. Wait a bit or do a save reload and they will be reset.

This feature is just a minor part of this mod but it does introduce a level of strategy to the game. A few well-placed "converts" can be very helpful!

I really got tired of the "grinder" scene when you first got to the CPP so I made it a bit more fun by making it so that most of those helicopters can be shot down (most of the helicopters in the rest of the game can be shot down, also) and the timer has been generously extended to 20 minutes. I kinda like to take my time and get lots of loot! The .50 Barrett that you can get from the hermit in the swamp by the Freedom base is very useful with all the snipers as it has a slight negative impulse and can pull them off rooftops. (Hint.. to get this weapon use grenades. You will be there forever trying to shoot it out with him. I have ran up in his face and used over a 100 rounds of 12ga. Magnum to take him out.... Whew!)

Anyhow, I need to work on the "READ ME" file because it is way out of date and after I get it done I will post a download link! Hope that all of you like it!
  17:07:30  3 May 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
05/03/2020 17:14:17
Messages: 2286
Download Link

OK... here is a download link. I welcome all input and will attempt to make proper adjustments if needed. Balance is always an issue. Kinda like "one size fits all" underwear. What might be tight for one person might be pretty loose for others!
Anyhow, I hope you enjoy it as much as I have, and again, feedback is not only welcome, but desired!


And Please, Please, Please read the INFO.TXT file because it really does have some useful info in it!

Link is now in my signature... sorry for using that spammy server. Only one I have.
  05:53:47  11 May 2020
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Not only still alive, not only having time to stop by, but you come bearing gifts! Thank you, fatrap. "You're okay, you know that?"
  17:08:15  11 May 2020
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2286

---QUOTATION---
Not only still alive, not only having time to stop by, but you come bearing gifts! Thank you, fatrap. "You're okay, you know that?"
---END QUOTATION---



I figured it would be my contribution to help all the "Quarantinees" that are bored to death!
Anyhow, it is good to be back and now I have lots of time to mess around. This mod was a work in progress back in 2012 and it was good to finish it. Just started playing Clear Sky for the FIRST time and already working on a mod for it. Took all of 15 minutes of gameplay to decide that!

Glad to see that you are still active in the community NatVac.... we couldn't have done it without you!!!
 
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