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Mod Requests and Suggestions

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  02:02:24  16 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Agreed. You could probably make a weapon with most of the right attributes, but it'd be tricky doing the actual model and the 'nails'.
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true . . .

I originally had the thought of taking the model file from the FEAR SDK, but I couldn't find any app to convert it to a format that 3DS would recognize - and the 3DS plugins for the FEAR SDK only recognize the world model files . . .

couldn't find anything for Maya, either . . .

I might have to start learning how to do some modeling
  11:23:09  18 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
Messages: 1355
I think a mod that changes the spawn locations of artifacts and their anomalies would be a good idea. Instead of doing the same old thing again and again. After the first couple of times through the game I just run through the path in the anomalies and open up my detector and then pick up the artifact and run back out. No mystery/fun after a couple times. Or even better make it harder to get to artifacts.
  18:28:47  21 December 2008
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DerTiger
(Novice)
 
On forum: 12/21/2008
Messages: 7
Suggestion:

i'd like a Guide in Limansk who can bring you back to the bridge. so many weapons to loot and sell...!!
  19:00:26  21 December 2008
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Kane4
"Order of the Liquidators" and Dez0wave Tester
(Resident)

 

 
On forum: 07/17/2008
 

Message edited by:
Kane4
12/21/2008 19:02:54
Messages: 12610
I'd like to have old SoC levels included as well as removing some slippery boundries in levels like Limanks and so on for TZ exploration. Hunger and sleep should also be part of the game and of course level changers to/from Limansk, Hospital, NPP and Red Forest.

About weapons, I'd like to see a machete, katana, fire axe, remote/proximity mines, and double wielding pistols. A crossbow and a nailgun would be a must as well.
  19:07:02  21 December 2008
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xtyro
(Senior)
 
On forum: 11/05/2008
Messages: 106

---QUOTATION---
Suggestion:

i'd like a Guide in Limansk who can bring you back to the bridge. so many weapons to loot and sell...!!
---END QUOTATION---



Use Freeplay mod. After complete story line you can go to limansk, hospital or npp again and you can collect all stuff.
--------------------------------------------------------

IDEA #1:
cash - paper money in game. 1000RU would be ok. You could change money from PDA account to cash, just buy or sell it to any trader 1:1. You may put your money to the safe box and bandits don't rob you. Some NPC could have got cash.
IDEA #2
buyable rucksack. you could buy it and place it in a secret place. then you could store there your stuff. you may take the rucksack to another place only when it is empty.
  08:07:40  22 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
12/22/2008 8:12:14
Messages: 1355

---QUOTATION---

IDEA #1:
cash - paper money in game. 1000RU would be ok. You could change money from PDA account to cash, just buy or sell it to any trader 1:1. You may put your money to the safe box and bandits don't rob you. Some NPC could have got cash.

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The already have a mod close to this. It wouldn't be too hard to change it over to different money denominations. You would just need to make the inventory icons for the different bills. After that it would be easy. The person who made this mod used bandages as 1000 ru.

http://stalker.filefront.com/file/Money_Mod;94813
  21:23:04  22 December 2008
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Felstorm
(Novice)
 
On forum: 12/22/2008
Messages: 3
Thematic and story line mods.


---QUOTATION---
Mod Requests and Suggestions

Alright, I know there's a fair few similar threads around, but they're all dead and there's a load of mod request topics around. So, if you have any requests or suggestions for mods you or others might want to use, or want to know where to get hold of a specific mod, post here.

I'll start by requesting a crosshair mod that stops the crosshairs from going red when you mouse over an enemy, and removes the little dot in the center. I'd like to know roughly where I'm shooting, but I don't want to end up being able to see enemies through bushes, nor be able to regularly get headshots firing from the hip.
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I do enjoy the stock storyline very much and have become a fan of the S.T.A.L.K.E.R. universe.

I am a short story writer of sci-fi and fantasy genres. And I think there can be some definate development with other story lines.

So far we have the SoC story, the Clear Sky prequel.

I propose a mod that deals with the expansion of the Zone.

Despite the efforts of Strelok and Fang to stop the expansion they are dealing with a phenomenon that ultimately gets bigger, the Monolith faction becomes a menace that requires intervention on an international scale with the Monolith taking over 90% of the current Exclusion Zone. Along with Freedom, Duty, Mercs, Loners, there is a need for N.A.T.O. forces combined with the Russian and Ukrainian military to address the fanatical Monolith uprising. Perhaps there could be an addition of equally fanatical terrorist groups looking to weaponize artifacts and perhaps gain access to easily fissile materials within the zone for nuclear weapons. Perhaps the Zone becomes large enough to even spill over into the streets of Kiev with anomalies, and mass mutations there.

This leaves a few things that I would like to bring up.

What causes the emissions? Is it a release of radiation from the plant itself or is it a radioactive criticality event that is triggered by the C-conciousness entity? If it is the result of C-conciousness triggering a criticality event, with large amounts of ambient nuclear radiation, then the Zone could gain a foothold in another area of Russia that had a large nuclear radioactive accident.

Before Chernobyl there was another very serious accident involving radiation at the Chelyabinsk-40 "Mayak" nuclear fuel processing plant. Listed as a Catagory 6 on the nuclear accident scale, one below Chernobyl disaster. It irradiated a large area around Ozersk, Techa river, and the Lake Irtyash. And I think that could be open to exploration as well. With perhaps the government or rogue scientists seeking to replicate the C-consciousness project or expand it further and having it run away from them creating another, second Zone, full of anomalies, mutants, and factions seeking to gain access to artifacts.

As a note I would like to add that anyone that likes playing this game really needs to watch the movie called "The Battle of Chernobyl" to really gain an appreciate and respect for how disastrous Chernobyl really was and the true sacrifices the Russian people made to prevent the spread of radioactive contamination, not just in Russia, but all over the world. It is truly a humbling experience and as an American I have to say "Thank You!" to the sacrifices made by these people. The Liquidators are heroes in the truest sense of the word. They have sacrificed their lives and their health to prevent a disaster that would have been the equivalent of 400 Hiroshima's.
  03:10:19  24 December 2008
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The_Funktasm
(Senior)
 
On forum: 03/07/2008
Messages: 66
Arsenal Mod for CS: Vandalized.
  05:19:39  24 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
something I've been thinking over . . . that I feel would be 1337 to add, if possible . . .

a post-processing effect that would essentially create a "thermal" image . . . think: thermal goggles in Splinter Cell.

although, I'm not even sure if this is possible - but in theory it should be somewhat straightforward . . .
  06:39:22  24 December 2008
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The_Funktasm
(Senior)
 
On forum: 03/07/2008
Messages: 66

---QUOTATION---
something I've been thinking over . . . that I feel would be 1337 to add, if possible . . .

a post-processing effect that would essentially create a "thermal" image . . . think: thermal goggles in Splinter Cell.

although, I'm not even sure if this is possible - but in theory it should be somewhat straightforward . . .
---END QUOTATION---



Especially if they were scope upgrades for the high-end(svd-svu) sniper rifles.
 
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