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S.T.A.L.K.E.R. - Oblivion Lost 3.1

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  16:06:29  2 August 2015
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
08/02/2015 16:10:03
Messages: 6527
S.T.A.L.K.E.R. - Oblivion Lost 3.0

Hi fellow stalkers, old friends.

Nowadays I was playing SHOC and Metro 2033 and while looking for similar post-apocalyptic soviet games to play, I found out that some people are still playing and talking about STALKER on several sites, I was very surprised.

A couple of months ago I've found my abandoned Oblivion Lost 3.0 mod on a DVD, which was made around 2009-2010. I decided to play it and fortunately it works well. I only had a couple of crashes and bugs which I was able to fix even after 5 years break from modding. So it doesn't have any gamebreaking errors at all, I can say that it is as stable as OL2.2 used to be, so it must be crash-free. Obviously it is based on the 2.2 version.

I would like to ask if anyone is interested. If you do so, I will upload it somewhere. I will not go back to the modding scene and there will be no future updates, I wouldn't have time for that. I just really enjoy this mod and as a true long-time Stalker fan, I thought that I should share it with anyone who cares.

I was always anxious about permissions and credits before, but unfortunately I would have problems with giving the proper credits for other modders, because I don't remember what mods I used code from and which modders helped me.
I am sorry about that.

Also I'd like to ask if there is a more active site for stalker mods nowadays. Thank you for the feedback.


SUMMARY OF THE CHANGES SINCE OL2.2:

ADDITIONAL LEVELS
- Added levels from Clear Sky: Red Forest, Limansk, Marsh (Swamp)
- Added levels with tweaks from Build xr1935: Generators, Dead City, Warlab, Lab X-18

EXPANSION OF SHOC MAIN STORY
- After refusing to join the C-Consciousness, Marked One is going to Chernobyl NPP "Stancia2" level, that's where the new story begins by a meeting with somebody known from an other well-known mod
- The new storyline guides through the player in the added levels by a series of events, which encourage exploration while searching for key elements of the storyline
- Neutral mutants appearing in the new storyline, which you can talk and trade with. Some are just idling, guarding their leader. There is a mysterious camp of mutants where every enemy dies immediatelly upon entering it, even the enemies of the player. The camp is lead by someone who played a key role in the 1986 Chernobyl accident in real life
- A final boss is awaiting the player on the end of the story, which has tactics to kill like in MMORPG games, and by killing it the NPC protagonist gets what the player promises him in their first meeting at the NPP
- Freeplay is of course available even after defeating the final boss, and the weather becomes less depressive when he dies

MAJOR CHANGES IN THE SHOC VANILLA LEVELS
- The faction wars were removed, the remnants of the old factions are well-hidden in small numbers
- The Military has taken control on most of the Outposts and Gates, they secure the Zone, just like how it would be in reality (for example, they guard the entrance of Garbage from Cordon, The Bar level from Garbage, and they also occupied the former Dark Valley bandit base and the Army Warehouses freedom base etc.)
- I removed the scripted events from Pripyat and Chernobyl NPP and replaced them with true A-Life
- I removed the portals from NPP, but added metal boxes so you can jump across the fences and jump on ladders, so most areas are still accessible but without the unrealistic portals
- All quests, descriptions, dialogs, voices, NPC's etc. are properly changed according to the new situation
- The faction names (even bandits) are renamed to simply "S.T.A.L.K.E.R.", so there are only stalkers with good or bad attitude towards the player and other stalkers or stalker groups

EXPANSION AND IMPROVEMENT OF THE A-LIFE
- All new levels have proper A-Life, which is much more dynamic then ever before
- A huge amount of smart terrains and pathways are added, and they are dynamically activated or deactivated by certain random events or by a matter of time (for instance, maybe a mutant smart terrain is only active at night, or stalkers are changing their smart terrains cross-level and traveling between, etc.)
- AMK offline A-Life has been merged, but without the message system
- The Bar is a true meeting place for stalkers, they are coming from other levels to trade with the Barkeep, usually in small groups
- Proper respawns are added for the new levels and for cutout mutants as well
- Blowouts, NPC hideouts, dynamic anomalies, dynamic weather and everything important are properly extended to the new levels

AI IMPROVEMENTS
- I tried to add some kind of stealth, which resulted in a not perfect, but quite good feature. NPC's are less likely to see you in the dark if your flashlight is turned off.
- NPC's are using grenade launchers and select their best available weapon and ammo (I took this from an old russian mod which I don't remember)
- NPC's are doing artifact transmutations and they are also selling the new artifacts
- Some NPC's at certain conditions are trying to rob you, or rip you off while trading. It is turned off by default, but you can enable it in xr_motivator by setting the relevant variable to true
- The cooperative NPC feature is still there, but only stalkers with the same experience will join you, so no veterans will follow you if you are a rookie etc.

REALISM IMPROVEMENTS
- You can only use one medkit at one time, and your health is slowly recovering. You can't speed it up by consuming more medkits, you need to wait for a bit to be able to use an other medkit again
- Added a lot of new weapons, I'm not sure but I think I took them from Arsenal Mod and Zenobian mod a couple of years ago

KNOWN ISSUES AND FURTHER IMPROVEMENT POTENTIALS
- The PDA Global Map is not perfect. Dead City and Red Forest has aligment issues on the map which I was unable to fix, and now I don't even remember what I did. In those 2 levels the level map is rotated, and it looks like if you would be on the other side of the level. It is weird but the level changer markings are fortunately well placed, so you will find your path and proceed to next levels without problems
- The AI Map is not 100% perfect everywhere on the new levels, there are some places where mutants can't go, for instance the bloodsuckers are unable to go to the water in the Marsh level. Not a big deal I think.
- The new storyline are not as detailed as the vanilla one. Quest NPC's are only telling you the most important things, then say goodbye. Also there is no voice acting for the new quests, only text.
- No side-quests added to the new levels. The main questline offers enough exploration I think, so I didn't bother with adding the same "kill the stalker" missions. I felt that it is not necessary
- The Warlab level is very hard. You must advance move by move, killing mutants one by one where possible. Avoid being overwhelmed by a swarm of hostile creatures. Maybe I made it too hard.
- The new levels are only accessible after refusing the C-Consciousness and the new storyline has begun, I made it that way to avoid conflicts with the vanilla storyline. I am sure it can be fixed by a lot of effort.
- The cooperative NPC's are looting offline even during the loading screen between levels, so they might have a different look upon arrival.

Please give me feedback if you are interested.
  16:10:42  2 August 2015
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11661
Woah, good to see you back!
  16:19:58  2 August 2015
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---
Woah, good to see you back!
---END QUOTATION---



It is nice to see you too! Btw you are a quest NPC in the mod.
  17:01:05  2 August 2015
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Vikingstalker
The Zones Blacksmith
(Resident)

 

 
On forum: 11/26/2009
Messages: 4517
That sounds really nice, would like to give it a go
  21:56:14  2 August 2015
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Good evening Sir!

Oh Yes... it will be a dream that become reality to have the possibility to test that marvellous!
I read so many messages here about all your work and modding

Best Regards
  14:10:55  3 August 2015
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---
Hi Kanyhalos!

I already uploaded OL3, after you sent it to me some years ago, it's still up on my mediafire:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=87&thm_id=15758&sec_id=16&page=287

http://www.mediafire.com/download/rqi33p411hl3u9d/Oblivion%20Lost%203.7z.001
http://www.mediafire.com/download/ui5k59dato9ak56/Oblivion%20Lost%203.7z.002
http://www.mediafire.com/download/4u9m1nka16iak7f/Oblivion%20Lost%203.7z.003
http://www.mediafire.com/download/686zsqrzaa05e4l/Oblivion%20Lost%203.7z.004
http://www.mediafire.com/download/08ekecm4oxcvhuv/Oblivion%20Lost%203.7z.005
---END QUOTATION---



Hi mate! It is great to see you!

The mod version I sent you years ago was a very basic beta one. I worked a lot on it in the last several months to fix the features.
So please remove the links.
As you were the co-author of this mod, I can send it to you first so we can discuss the release.

Also please send me your email because I dont remember it.
  14:47:20  3 August 2015
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1158
Ahh, okay, i deleted my post. Im surprised you worked on OL3 again more months. OL3 was my first attempt to attach maps, and it was 6 years ago.

Besides that, great to see you too here again!
  17:04:00  3 August 2015
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badade
Senior Resident
 

 
On forum: 12/18/2011
Messages: 696

---QUOTATION---
Hi Kanyhalos!

I already uploaded OL3, after you sent it to me some years ago, it's still up on my mediafire:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=87&thm_id=15758&sec_id=16&page=287

http://www.mediafire.com/download/rqi33p411hl3u9d/Oblivion%20Lost%203.7z.001
http://www.mediafire.com/download/ui5k59dato9ak56/Oblivion%20Lost%203.7z.002
http://www.mediafire.com/download/4u9m1nka16iak7f/Oblivion%20Lost%203.7z.003
http://www.mediafire.com/download/686zsqrzaa05e4l/Oblivion%20Lost%203.7z.004
http://www.mediafire.com/download/08ekecm4oxcvhuv/Oblivion%20Lost%203.7z.005

Hi mate! It is great to see you!

The mod version I sent you years ago was a very basic beta one. I worked a lot on it in the last several months to fix the features.
So please remove the links.
As you were the co-author of this mod, I can send it to you first so we can discuss the release.

Also please send me your email because I dont remember it.
---END QUOTATION---



.005 just competed, never mind. Looking forward to the release - thanks for the effort.
  17:17:37  3 August 2015
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YellowElephat
Senior Resident
 

 
On forum: 03/16/2009
Messages: 187
This made my day! I didn't even know there was a OL 3.0 project

I was looking for a mod to play soc again, just didn't know witch to install. Really looking forward for this !
  19:22:21  3 August 2015
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
08/03/2015 19:24:44
Messages: 6527
The reason why I thought about the release is because I think there's a complete lack of post-soviet survival fps games on the market. I was looking for similar games to play but only Metro 2033 can come close to SHOC regarding immersion and depth.

The OL3.0 was made around 2009-2010 and sometimes I worked on it in the past 5 years, but never had the patience and time to work on it too much, always gave up on it within a couple of days or weeks.

On this spring I started to seriously test it and fix the bugs, I wanted to create my own STALKER game which I'd love. I think its in pretty good shape right now, even ready to be shared.
 
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