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Mod Requests and Suggestions

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Question Do you ever bother voting in these polls?
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Yes, always. Can't get enough of them.
No, never have, never will. Ever.
I can't even read.
Oooh, pretty button!
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  09:19:04  14 October 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
Messages: 583
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.
  19:44:44  14 October 2008
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bobwalt
Senior Resident
 

 
On forum: 04/02/2007
Messages: 217
We should move the "weapons I'd like to see thread" here.
Bob
  19:57:32  14 October 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11607
"Weapons I'd like to see" is specific and popular enough to be a regular separate thread.
  20:29:23  14 October 2008
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bobwalt
Senior Resident
 

 
On forum: 04/02/2007
Messages: 217
A lot of people are frustrated with the limitations on the traders inventory. It would be really great if someone made a mod that would allow the player to reduce the level of "friendliness" if you will required to qualify the player for better merchandise. Perhaps allowing the player to pick level at which the good stuff is offered.

Bob
  22:01:15  14 October 2008
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MeanderingBeing
Senior Resident
 

 
On forum: 07/31/2008
Messages: 762
Mod Suggestion.

As a reward for beating the game on Master (not much of a feat for some, a feat of legend for others)
Every Playthrough there after would start with a (dramatic drumroll)
CHAINSWORD!
YEAH BABY! I would probably love you long time if you make this, someone! I just SOOOOOOO want to see a chainsword grinding into a pack of Flesh, and watching litres of blood gush out in every direction. (Yes I know, I am starting to sound like a psycho, but hey, I grew up in the military and played Warhammer 40k half my life. So sue me!)
  22:34:41  14 October 2008
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bobwalt
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On forum: 04/02/2007
 

Message edited by:
bobwalt
10/14/2008 22:35:46
Messages: 217
You have been either playing Warhammer 40k to much or reading too may Space Marine novels. No bolters either, however, I would vote for the Sisters of Battle.

Bob
  00:51:37  15 October 2008
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JustSomeDude
(Novice)
 
On forum: 09/05/2008
Messages: 30
Mod Request

This might sound silly to most of you, but could someone make a mod where my clock is a 12hour clock and not a 24hour clock? Maybe even have a little A.M / P.M. thing in there. Or explain how it's done so I could try to do it. Thanks!
  06:49:37  15 October 2008
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STRELOKx101
(Novice)
 
On forum: 09/28/2008
Messages: 23
id like the arcenal rc1 mod converted from soc and put in clear sky
  08:07:01  15 October 2008
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Martz
(Novice)
 
On forum: 09/07/2008
Messages: 26

---QUOTATION---
a crosshair mod that stops the crosshairs from going red when you mouse over an enemy
---END QUOTATION---



Doesn't "hud_info off" remove the colour changing and names on people?

Anyway I'm looking for a mod that gives you the ability to remove and put back on the HUD in game, possibly with a button like how it was in 1.5.03 and SHOC (num +/- doesn't do it anymore).
  18:12:58  15 October 2008
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K7-Avenger
(Senior)
 
On forum: 03/26/2008
Messages: 95
smooth smoke

i want to be able to buy weed from the bar keep at the freedom base and then have to buy skins and then be able to smoke it and share it with my freedom buddies around a camp fire.

please it will be awesome
  22:15:14  15 October 2008
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bobwalt
Senior Resident
 

 
On forum: 04/02/2007
Messages: 217

---QUOTATION---
smooth smoke

i want to be able to buy weed from the bar keep at the freedom base and then have to buy skins and then be able to smoke it and share it with my freedom buddies around a camp fire.

please it will be awesome
---END QUOTATION---



Only if mutants would then storm the camp and slaughter the group while they were too stoned to defend themselves.

Bob
  22:35:19  15 October 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258

---QUOTATION---
Mod Suggestion.

As a reward for beating the game on Master (not much of a feat for some, a feat of legend for others)
Every Playthrough there after would start with a (dramatic drumroll)
CHAINSWORD!
YEAH BABY! I would probably love you long time if you make this, someone! I just SOOOOOOO want to see a chainsword grinding into a pack of Flesh, and watching litres of blood gush out in every direction. (Yes I know, I am starting to sound like a psycho, but hey, I grew up in the military and played Warhammer 40k half my life. So sue me!)
---END QUOTATION---



You forgot one thing...fire. FLAMING CHAINSWORD!!!!!!!!!!! THE FUEL FOR THE FIRE WILL BE HALF DIESEL AND HALF NAPALM, IT SHALL SMELL BOTH OF VICTORY AND HELL!!!!
  01:54:55  16 October 2008
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bobwalt
Senior Resident
 

 
On forum: 04/02/2007
Messages: 217

---QUOTATION---
Mod Suggestion.

As a reward for beating the game on Master (not much of a feat for some, a feat of legend for others)
Every Playthrough there after would start with a (dramatic drumroll)
CHAINSWORD!
YEAH BABY! I would probably love you long time if you make this, someone! I just SOOOOOOO want to see a chainsword grinding into a pack of Flesh, and watching litres of blood gush out in every direction. (Yes I know, I am starting to sound like a psycho, but hey, I grew up in the military and played Warhammer 40k half my life. So sue me!)

You forgot one thing...fire. FLAMING CHAINSWORD!!!!!!!!!!! THE FUEL FOR THE FIRE WILL BE HALF DIESEL AND HALF NAPALM, IT SHALL SMELL BOTH OF VICTORY AND HELL!!!!
---END QUOTATION---



To really have the right flavor it would have to be holy promethium preferably blessed by a Chapter Librarian. (It's a Warhammer 40k thing)

Bob
  07:32:46  16 October 2008
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MeanderingBeing
Senior Resident
 

 
On forum: 07/31/2008
Messages: 762

---QUOTATION---
You have been either playing Warhammer 40k to much or reading too may Space Marine novels. No bolters either, however, I would vote for the Sisters of Battle.

Bob
---END QUOTATION---



Actually, I'm all about the Chaos Raptors. They are such a cool looking miniature. And yes, I have every Gaunt's Ghost Omnibus and working on completing my Horus Heresy set. Dan Abnett does such a good job of making the Warhammer 40k universe seem real!
  10:28:43  16 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
Messages: 1301
Here is my suggestion - make more items in inventory that can be combined, and more items altogether.

Currently you can mount/dismount most thing connected to weapons:
- ammo
- silencers
- scopes
- grenade launchers
- grenades from g.l.

Now, you should really add things like:
- adding one more holster to your suite
- add more plates inside armor
- combine several types of food to get a new kind
- add monster parts to vodka for vodka with a flavour (and with new bonuses)
- combine artifacts (maybe through Diablo-like cube thingy )

Now, with additional items you could also have:
- add/remove different barrels to weapons
- take weapon appart or make one from parts
- add guitar without strings, than find and add strings to it
- change masks on PDAs (hell, every mobo since y.2000 had this feature )
- add cammo so you can apply it to your suite for extra looks
etc..

Lots of posibilities, and all just by adding like 10 new items, and than adding ability to "mix&match"
  01:28:13  17 October 2008
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The Vandal
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On forum: 01/11/2008
Messages: 583
That sounds kinda interesting actually, I might look into that sometime.

Another idea I had, you should have sort of 'doctors' or 'medics' at the bases and some outposts so that you don't have to use medkits all the time. They'd charge a small fee, but would cure all radiation or alcohol poisoning, stop bleeding and regenerate health to maximum. But you'd only be able to use them if you're not in a fight (so link that script to the 'hide gun when in base' one) and if you're relatively friendly with that faction. Or maybe just make them cheaper/free if you're friendly or a member.
  18:57:56  17 October 2008
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PCDania
The Dane
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On forum: 09/22/2007
Messages: 1852
Suggestion:

Make the icon showing the actor smaller.
  11:37:03  19 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
 

Message edited by:
LuxZg
10/19/2008 11:39:07
Messages: 1301
PCDania . you mean you'd like smaller picture? That's easy But could you sketch using just MS Paint what you'd like exactly?

Anyway, few more requests:
- can someone PLEASE make an auto-unload ammo mod for CS, so that when you pick up weapon (or when you sell it) that it gets unloaded
- add an option to "dump all" into stash, either for ALL items in your inventory (similar like "take all" ) or for all items in a same group (like "drop all" when you want to drop all on ground) EDIT: or both!
- same as above, but for trade screen

Those few options would mean a world to guys like me, that collect EVERYTHING. You have no idea how long it takes to unload 50+ weapons, and than to click them all to sell them, and than click like 100x to move all the ammo from inventory to stash... Gives you hell when you have like 6000 pieces of 9x19 ammo
  11:44:59  19 October 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
Messages: 583

---QUOTATION---
PCDania . you mean you'd like smaller picture? That's easy But could you sketch using just MS Paint what you'd like exactly?
---END QUOTATION---



I'm guessing he means in the map, coz every time you try to mouse over a squad that's too close to you you get a nice little message: "This is you". This usually provokes the following response: "Oh really? I didn't know that, I thought I was the bloodsucker."

Anyway, further on Lux's above post, it would be good if someone good at Lua scripting could make it so that you right click on the stack of items, and then click on 'move amount' and be able to set exactly how many you want to move in a little UI box. I know it wouldn't be much harder than just doing a move all option, and I'd love it. I always like to have an exact amount of ammunition, so this would really help me sort out those pesky boxes.
  19:16:10  19 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
 

Message edited by:
LuxZg
10/19/2008 22:06:13
Messages: 1301
Oh, right, I ment he wanted a smaller picture in inventory menu But this could be usefull as well.. I should try making smaller picture right away, at least the dot to be smaller and not annoyingly large as it is (how do you spell "annoyingly"? )

As for "enter amount" now that would be even better .. no more 196 ammo or 212 ammo.. I could have 200 exactly

EDIT:
@smaller picture - I'm getting there. I've just made an error cos Iv'e made it upside down I'm also trying it to show exact same point which wite dot in minimap shows, at least when you make a full zoom-in
EDIT2:
Aww.. I finaly got it, and than - I moved. And it all went up in smoke Their icon is pretty big, and mostly - placed quite a bit "off target" Well, either that icon or one in minimap, I'm not quite sure, and I won't bother to check.. But when I've made a little arrow which points right to the pixel where I was standing, and when I'd turn around - I would end up with arrow showing some place far away.. Their icon is circular and this is partly hiding this fact, other thing hiding is it's size which can easily cover half the building even at max zoom..
So I can make a smaller dot, but it would only show correct location when looking in one direction (for example: South)
Too bad sorry guys!

EDIT3: STUPID STUPID STUPID!
Good news: I did it, and it's PERFECT! Screenshots & upload in a few (10?) minutes
Bad news: I'm STUPID! I've used part of icon that shows direction, ofcourse it was rotating
Be right back, just let me test all levels, so far Swamps(Marsh), Cordon, Dark Valley and Agroprom are PERFECTLY aligned with this new dot, and with minimap dot! And ofcourse, minimap dot and new PDA dot now show same location finaly

EDIT4:
Download is ready!
Look in download section for complete readme and screenshots in about 10 more minutes! Thanks for waiting

EDIT5: See mod download section for pictures and readme and all that.. and download link ofcourse. I hope you'll like it, it took me 3 hours to do it correctly
Link: https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=18908&sec_id=21
  06:27:34  20 October 2008
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The Vandal
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On forum: 01/11/2008
Messages: 583
Wow. Your day in one post . Cool, thanks man. I'll be using this soon enough, your sacrifice is appreciated.
  06:35:52  20 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
Messages: 1301
Yeah, something like that.. lost way too much time on sucha a simple mod, which could have been done in 10 minutes if I knew what I know now

May I get a cookie now?
  06:39:16  20 October 2008
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The Vandal
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On forum: 01/11/2008
Messages: 583
Okay:

http://pixiestixkidspix.files.wordpress.com/2007/08/cookie-bite-web.jpg

But somebody else got to it first...
  06:58:40  20 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
Messages: 1301
I don't mind, he didn't get far
  07:27:11  20 October 2008
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MariusLecter
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On forum: 10/17/2008
Messages: 576
I was thinking of a Warhammer:40,000 based conversion. Just some random ideas I have rolling in my head because I have no skill in modding >.< But I can come up with a name...

S.T.A.L.K.E.R. Rogue Trooper

Change the NPCs to refer to you as an Inquisitorial Storm Trooper. Add weapons like the Hell Gun las rifle, las pistols, bolter pistol and bolter rifle.

Add Daemons and Tyranids along with the mutants. Change blowout to warp storm that has a chance for friendly npcs to lose their minds and attack people. Add chaos anomalys, one can be like a 8 pointed glowing star on the ground with a small pulsing sphere at the center that kills instantly, sucking the blood out of the victim and splashing it in all directions, called a blood pulse in Dawn of War.

Add more humanoid enemies like heretics and sorcerors. I even thought it would be fun to have chaos marine bases around the deeper areas of the zone. Like in the chernobyl NPP and a Daemon Prince boss. Heck maybe even a Blood Thirster.

Change some of the factions like Military to Imperial Guard, Duty to Inquisition, Freedom to Space Marine, Loners to Rogue Traders...etc Monolith to Chaos, Bandits can stay the same etc. Friction between factions can remain because in 40k even allied forces can have major disagreements over who has the superior mandate and openly attack one another.

So many things, I can go on forever >.<
  10:12:07  20 October 2008
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Sleepy Ben
Senior Resident
 

 
On forum: 05/06/2008
Messages: 224
trader mods wanted

I need a couple of trader mods to make the game a bit more 'player friendly'.

I need the Loner trader at the fleamarket modded to have infinite cash so you can sell to him freely and not bother with the stupid nighttime trader - nor do you have to trek back to the neutral base when the trader in the fleamarket runs out of cash. Also I need the mechanic at the fleamarket to be available all the time. He's been modded in 1.505 to only be available at night and thats just bloody stupid (IMHO). Basically the Garbage is a shitty level with lots of fighting as those bandits constantly respawn and it'd make the game less of chore if it was easier to generate cash and pay for repairs.

Also I'd really like a mod for Sakarov that allows him to buy weapons and make repairs. For the same reason as in the Garbage - its a pain in the ass to have to travel back to the Agroprom to sell weapons and pay for repairs.
  10:36:42  20 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
Messages: 1301
I'm with Sleepy Ben! Those two places (Yantar labs and Flea market) are almost useless as a "base" camps.

Btw, I've never got anything from that "sleepy trader" in flea market except "Come back later"&"Roger". Even at 3AM and at 11PM and anything between.. I mean, when is "later" exactly? In year 2111?!
  06:55:49  21 October 2008
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iART
(Senior)
 
On forum: 01/28/2004
Messages: 93
Traders and Ungrades

1. i'd like to see a faction member jump behind the Trader or Mechanic counter after i've cleared the opposing Faction out of their base. There is still too much backtracking unless you're willing to spending all your profits on a guide.

Speaking of which, they are not REALLY a "guide" are they? What they should be offering is a piggy back ride. That'd explain the high cost at least... "jump on my back and i'll take you to Cordon for 2000".

2. I'd also like to repair and upgrade my own items in the field... weapons, armor, and even artifacts. Separate a toolkit into 5 parts and scatter them around the zone. Find all 5 parts, assemble them for a fee, and your are ready to start repairing items. I'd pay a Trader 4000 for THAT stash information.
  07:46:56  21 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
Messages: 1301
I'd pay trader 40 000 for THAT ability (to upgrade wepons myself )
  10:12:14  21 October 2008
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The Vandal
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On forum: 01/11/2008
Messages: 583
I've always wanted to do that actually, if someone tells me how to get items to activate a certain script when used I've got the perfect scripts from an old repairmod concept for SOC lying around somewhere...
  18:45:38  21 October 2008
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PCDania
The Dane
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On forum: 09/22/2007
Messages: 1852
Re the actor icon and another modder suggestion


---QUOTATION---
PCDania . you mean you'd like smaller picture? That's easy But could you sketch using just MS Paint what you'd like exactly?
---END QUOTATION---


I mean the light-blue monster icon on the PDA map that depicts Scar in the game. That thingy is way too big, if someone could make it half as big and maybe change the color a bit so it's still easy to find on the map.

The map in Army Warehouses is way off and I've noted that the map in garbage also is a bit off but only a little bit. For testing try place yourself at the Southeastern corner of the wall surrounding Depot then check the minimap which will show you a little bit south of the wall (I think 2 meters or so). At army warehouses place yourself at the corner of a building like the farmstead to the South, and then check the minimap and you will see the map is even more off than the Garbage map.
  06:24:24  22 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
 

Message edited by:
LuxZg
10/22/2008 6:26:19
Messages: 1301

---QUOTATION---
Re the actor icon and another modder suggestion
I mean the light-blue monster icon on the PDA map that depicts Scar in the game. That thingy is way too big, if someone could make it half as big and maybe change the color a bit so it's still easy to find on the map.

The map in Army Warehouses is way off and I've noted that the map in garbage also is a bit off but only a little bit. For testing try place yourself at the Southeastern corner of the wall surrounding Depot then check the minimap which will show you a little bit south of the wall (I think 2 meters or so). At army warehouses place yourself at the corner of a building like the farmstead to the South, and then check the minimap and you will see the map is even more off than the Garbage map.
---END QUOTATION---



PCDania - I hope that you've noticed the link to THIS MOD:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=18908&sec_id=21

Tell me how you liked it.. I can make different variations, but this is much better than original as far as I'm concerened.

Also, check out readme on above link, you'll find links to mod which makes Military warehouses map at least the same quality as Garbage and Limansk original maps are.. In minimap you'll always be "right on spot", I just don't know why the PDA map shows a difference (similar problem is in Limansk original map).

Cya!
  07:47:35  22 October 2008
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
PhoenixHeart
10/22/2008 7:49:53
Messages: 1165
requests

Would it be possible for, say, factions to try to "capture" more than one base? Example being, Bandits: Stalkers have 2 full bases, one in agroprom, one in Cordon. Can it be made so that hte bandits have a separate objective for each base?

Also, FFS is it possible to turn off the music in the bandit base? /shudder

I'm HUUUUGE into the factional warfare part of the game, it's incredibly addicting for me, but seems so short usually. Is there a way to make the faction you're attacking able to fight back harder once they're pushed into their home? Although the Duty base does send plenty of squads, and you have to run all over the place to keep them from taking their territory back, the Freedom/Bandit/Stalker bases seem pitiful by comparison. Is there a file somewhere, with a value that decides spawn rate for squads that could be changed?

Oh, and Lux, those screenshot images in your other thread there are gone, as per the message I get from photobucket
  08:53:28  22 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
 

Message edited by:
LuxZg
10/22/2008 8:55:02
Messages: 1301
Yeah, screenshots had indeed been moved, because they were all in the "root" of my profile, and I couldn't cope with them anymore so they got their own folder.. I have just been posting new links (since there is no EDIT button for older posts )

If you still find some links that don't work, just add this between "LuxZg/" and the neme of the picture:
STALKER_CS/

So links should be:
http://s259.photobucket.com/albums/hh302/LuxZg/STALKER_CS/ <picture_name.jpg>
You can also see all screenshots in that gallery, I'll be adding descriptions later today, but most file names have a bit of description in them..
  09:37:34  22 October 2008
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PhoenixHeart
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On forum: 10/22/2008
Messages: 1165
ah, ve'y good, good sir.
  22:46:09  22 October 2008
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PCDania
The Dane
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On forum: 09/22/2007
 

Message edited by:
PCDania
10/22/2008 22:51:32
Messages: 1852

---QUOTATION---
PCDania - I hope that you've noticed the link to THIS MOD:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=18908&sec_id=21

Tell me how you liked it.. I can make different variations, but this is much better than original as far as I'm concerened.

Also, check out readme on above link, you'll find links to mod which makes Military warehouses map at least the same quality as Garbage and Limansk original maps are.. In minimap you'll always be "right on spot", I just don't know why the PDA map shows a difference (similar problem is in Limansk original map).

Cya!
---END QUOTATION---



Thanks for pointing out that link. I find the icon you made is better than the original one. Only thing is if the arrow could be some closer to the dot in the center and it would be perfect

Another thing I just found:
I've just got my hands on a Dragunov SVU (the bullpup version of the SVD) and went to Freedom for getting it upgraded. Unfortunately there's an error as follows:

Upgrade "Bolt mechanism modification"
Should increase the weapons precision.
Accuracy is set to -10% and also lowers the accuracy by 10%. It should be +10% and bettering the accuracy by +10%.
  07:51:31  23 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
Messages: 1301
I think that a closer arrow shouldn't be a problem at all.. Try the file in this link:
http://rapidshare.com/files/156710210/PDA_actor_dot_mini-mod_-_v0.86.zip.html

I am not home, so I've just lowered it a bit, not sure how it will look in game itself.. I just hope I haven't made a mistake so that they start overlapping

If it's still not good, just tell me, now when I know what's what - it's easy to do the adjustments.
  17:33:23  23 October 2008
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PCDania
The Dane
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On forum: 09/22/2007
Messages: 1852

---QUOTATION---
I think that a closer arrow shouldn't be a problem at all.. Try the file in this link:
http://rapidshare.com/files/156710210/PDA_actor_dot_mini-mod_-_v0.86.zip.html

I am not home, so I've just lowered it a bit, not sure how it will look in game itself.. I just hope I haven't made a mistake so that they start overlapping

If it's still not good, just tell me, now when I know what's what - it's easy to do the adjustments.
---END QUOTATION---


Perfect! Thank you
  22:07:26  23 October 2008
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LuxZg
Lux's PDA workshop
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On forum: 09/26/2008
Messages: 1301
Glad it works Cos I still haven't tested it

Which reminds me, I have to finish my PDA maps and all this mapping things.. got to go to.. I've started to refocus to main_menu mods which is NOT good. Got to finish other work first.. This weekend.
  05:15:37  26 October 2008
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
Dania, the SVU thing is something I've seen too, but it's not limited to the Freedom base. If I recall, though, it does what it's supposed to, not what it says. I assume you're using the Vfire mod. If so, have you noticed any accuracy issues with the SVU/SVD?
  10:37:25  26 October 2008
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PCDania
The Dane
(Resident)

 

 
On forum: 09/22/2007
Messages: 1852

---QUOTATION---
Dania, the SVU thing is something I've seen too, but it's not limited to the Freedom base. If I recall, though, it does what it's supposed to, not what it says. I assume you're using the Vfire mod. If so, have you noticed any accuracy issues with the SVU/SVD?
---END QUOTATION---



Well, I haven't used the SVU I found at a dead Freedom guy yet (BTW, I think the SVD upgrades to say Accuracy +130% meaning it's 130% more accurate than before upgrading it) but after fully upgrading the SVU it says Accuracy +40% where it should say +60% (-10% + 50% = +40%).

I don't think I'm using what you call the Vfire mod. The mods I'm using are the following:

NPC collision detection fix -arcana75
Hunger Mod -Ceano
Realistic headlamp -Ceano
Monster Hunter -Ceano
real weapon names cs eng ita fixed -Clay65 (found on filefront.com)
improved sound effects -ddefinder
Seva Suit Upgrades -Grendelin
Freedom mechanic USB drives fix -Isilidur
PDA Maps with point names -LuxZg
Smaller Actor icon -LuxZg

None of them changes ballistics or makes upgrades data better or worse and none of them requires me to merge files
  18:41:10  26 October 2008
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PhoenixHeart
Senior Resident
 

 
On forum: 10/22/2008
Messages: 1165
interesting...

Maybe the SVU bug is in the vanilla game, and I just didn't notice it until I used the Vandalized weapons mod...
  06:47:56  27 October 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
Messages: 583
Yeah, it's definitely a vanilla problem, VFire doesn't modify the string tables for weapon upgrades yet. But yes, the upgrades will still have the desired effect, it'll just calculate strangely in your weapon descriptions.

Anyway, as for that DoctorMod thing, I've currently got a few scripts put together, just have to iron out a few bugs and I'll be able to release it.
  19:21:38  31 October 2008
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Goih
(Novice)
 
On forum: 10/31/2008
Messages: 1
More Military Choppers!

This may be more than a simple Mod... but I would love to see more military helicopters throughout all levels. Is it possible to spawn the one from the hospital level to other levels? It would be cool (to me at least) to be walking around or in a faction fight and all of sudden, out of the blue, here comes a freakin' military chopper that starts shooting at everyone. Is it possible to treat the chopper as a flying mutant for purposes of doing this? The unpredictable nature of them showing up anywhere at anytime would add a ton of realism and ratchet up the tension to a whole new level...you'd never really feel safe (I like that feeling).
  21:58:57  31 October 2008
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Becquerel
(Senior)
 
On forum: 09/10/2008
 

Message edited by:
Becquerel
10/31/2008 21:59:18
Messages: 102
More level-changers:

Some levels just need more level changers. It's very weird that you
can't go back from Yantar to Garbage but you can go back from Red Forest to Garbage. Same with Agroprom and Cordon. Both areas are so close but you have to walk trough Garbage first in order to enter Cordon.

So If anyone would just add level changers between the areas marked with red arrows on this map, it would be just awesome:
http://i33.tinypic.com/6fa8og.png
  12:49:43  4 November 2008
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paelleon
(Novice)
 
On forum: 10/26/2008
Messages: 2
Realistic loot from dead bodies

Hi all. I noted that even at "stalker" difficulty level the loot from dead bodies is very poor. In Clear Sky money are far more important than in the original STALKER, since you have to modify weapons and armors. The problem is that you cannot even get enough ammo to go on from dead bodies, let alone gain profit! Moreover, traders are not honest at all! Sidorovich sells items with a +150% charge on base value and buy your loot at 10% of its price!

The answer is realistic looting! Think, how do you shoot at during your fights? Other stalkers, bandits, soldiers, ecc. I do not know about you, but I usually have at least 300 rounds for my primary weapon with me at all times. Plus 10 medkit, 20 bandages, 5 anti-rad kit, another 100 round for my pistol, 1000 rubles...etc.
Ok, let's go into combat. NPCs starts shooting hundreds of rounds at you, grenades are launched everywhere! After the carnage, in which you used 100-150 rounds to get headshots (to save ammos!) and some bandages, you loot their bodies and what do you find? 18 9mmx18 rounds, a PSM, 2 bandages. STOP! Not even a ruble!
As in all other FPS, even STALKER gives unlimited ammo to NPC.

I want a realistic looting! I know that all FPS are like this, but why cannot things be improved? I was made in Operation Flashpoint (ok, it is not an FPS, it is a simulation) where to loot a soldier caught by surprise (he did not fired a single shoot) means to recover 120 rifle rounds (4 magazines) and 4-6 grenades! That's realistic!
  22:58:05  14 November 2008
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wolfstriked
Senior Resident
 

 
On forum: 11/02/2008
Messages: 283
Im a real stickler for animations.Theres something wrong with the animations in stalker.They just look wrong and IMO detract from immersion into game world.Its stupid to most but to me I notice it all the time.I see the head bob and the feet sounds dont match up....and also there is no up and down movement when moving.

Just found oblivion lost"how stalker should have been" video.Now WTF did they remove the oustanding animation to what the final was shipped with.


Look at final build SOC

http://www.youtube.com/watch?v=FwYCkVcQAt0&feature=related

Now check out the "what stalker should of been"

http://www.youtube.com/watch?v=nzeBWNoJHQk&feature=related

look at 40secs to see what I mean.The head bob seems less and the stalker actually moves up and down as in real life.Way more immersion!!!!!!!!!!!!!!!!!!!!!

Now I wonder,is this in game hidden??
  05:01:24  29 November 2008
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Lorpo
(Novice)
 
On forum: 11/29/2008
 

Message edited by:
Lorpo
11/29/2008 5:03:51
Messages: 1
New unique weapon, I can muck around and mod an existing weapon easy enough but cant get the hang of making a new one. I just want one new weapon that I can mod up how I like and use through the whole game. Prefer a new AK of some sort but any rifle would do.
  06:30:26  1 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
Messages: 1355
An emissions suit. A suit that allows you to survive an emission in any area. (I tried but can't seem to do it).

Fix the attached grenade launchers and idle animation and sounds. Also change sprint from false to true for sniper riffles, etc... Then incorporate all these in a weapons mod with an accuracy/damage fix


Getting rid of auto reload and the reload sound

Need to test it out on a larger scale to check for bugs. I went through an entire game to test it. Alright here's what to do. You need to go to gamedata/configs/weapons and edit the weapon files. For example the abakan.

(this part is to get rid of the sound)
snd_bore = weapons\abakan_bore, 0.7
change to: snd_bore = weapons\draw_silent

(this part is to get rid of the animation)
anm_bore = abakan_idle_bore
change line to: anm_bore = abakan_idle

anm_bore_w_gl = abakan_idle_bore_w_gl
change line to: anm_bore_w_gl = abakan_idle_w_gl

anm_bore_g = abakan_idle_bore_w_gl
change to: anm_bore_g = abakan_idle_w_gl

The ak74u and ak74 use the abakan sound file so don't look for it. The nato 5.56 weapons (sig 550, fn2000, g36, il86) only need the bore removed from the second line of the anm. This is because they also don't have sound (snd) files to change. For the mp5 and mp5n change the animation (remove the bore from the second lines) and change the bore (bored?) sound weapons\mp5_bore to weapons\draw_silent. And leave the second bore sound as weapons\draw_silent. Basically the animation repeats the weapon idle animation (normal animation stoc) instead of going to the bore (bored?) animation. And the sound file ( weapons\draw_silent ) gets rid of the noise or the reload noise will still occur. Good luck.

Fix for attached granade lauchers

Also for the attached grenade lauchers I found a fix. Go to gamedata/configs/weapons/weapons.ltx folder. Open/edit the weapons.ltx folder with notepad. Go to the bottom and find wpn_addon_grenade_launcher and wpn_addon_grenade_launcher_m203. Change the grenade_vel to 76 for both launchers. This will give a near stoc value. You can launch the greanades almost as far as you can see. Like in stalker.
  12:58:15  7 December 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
 

Message edited by:
LuxZg
12/07/2008 15:23:48
Messages: 1301
Here is a suggestion.. but I'd need someone who is good with modeling and texturing

Make a sword (or a sabre or machete or whatever), and than replace knife with that thing Except texture/model only thing needed would be a small adjustment to knife weapon file, where you would make your reach a bit longer. And than let's start hunting mutants in Red Forest

You coud also make variations with baseball bat, a pole, and stuff like that, LOL!

Here is a link to a knife-retexture mod, but it's just retexture no model..
http://stalker.filefront.com/file/USMC_KBar_Knife;96094

Anyone?

EDIT: I already have 2 or 3 people that agreed they would USE this mod.. now I need someone to make it.. I'm no good at modeling
  23:55:06  7 December 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
 

Message edited by:
The Vandal
12/08/2008 8:43:00
Messages: 583
That'd be cool. I could make/get hold of some models and animations, assuming someone can get them into the game. Might try and make a sword or something now actually...

EDIT #1: Here's a very basic fifteen-minute shortsword: http://img168.imageshack.us/img168/6597/shortswordhipolyiw8.jpg

That's an unsmoothed and unsimplified model and has 1155 polgyons, I could probably reduce that down to 700 or less given time. Like I said, it's only a very basic model and would look a lot better with some good textures, but you get the general idea. If someone can texture stuff and import into CS, I can probably do the HUD animations too, and line everything up correctly. I know AMK managed to import their old SoC AK-47 into CS, so presumably you'd be able to use the old SoC SDK to get these models and textures in.

EDIT #2: You might want to start a new topic for this too, I can see it getting a bit too big sometime soon...

EDIT #3: A baseball bat and balehook, also just fifteen minute jobs, both unsmoothed and unoptimized. The baseball bat is about 600 polygons, the balehook is 900.

http://img143.imageshack.us/img143/2981/sluggerhipolyen2.jpg

http://img143.imageshack.us/img143/8594/balehookhipolyvj3.jpg
  14:55:50  8 December 2008
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RDXDukeOfHazard
Senior Resident
 

 
On forum: 09/23/2008
Messages: 498
I'd like to be able to pick up not only artifacts and other stuff but maybe suits, then have them repaired, exchanged or sold.
  16:07:05  8 December 2008
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LuxZg
Lux's PDA workshop
(Resident)

 

 
On forum: 09/26/2008
Messages: 1301

---QUOTATION---
That'd be cool. <cut>
EDIT #2: You might want to start a new topic for this too, I can see it getting a bit too big sometime soon...
<cut>
---END QUOTATION---



Created new thread - go here pls!
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19656&sec_id=22
  06:03:51  9 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
Messages: 1355
I would like to see an npc flashlight mod where when the shooting starts they all turn off their flashlights. I know there is one for stalker (atleast in a larger mod) but is there one for cs.
  02:34:04  15 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
I've got an oddball request, for any modelers out there . . .


I'd love to see the nailgun from FEAR in STALKER - although not realistic, I'd think it'd be a fun weapon to run around with . . .

I tried with very little success to try and import the FEAR model into 3DS Max, but no luck

if anyone is up for doing the model and animation, I can take care of the sounds and the config files for it . . .
  10:41:32  15 December 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
Messages: 583
Nailgun? Do you mean Railgun, or that epic Penetrator thingy?
  12:10:56  15 December 2008
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Elementlmage
Sanity is the state of mind that you believe in sanity
(Resident)

 

 
On forum: 04/08/2007
Messages: 258
I think he means the HV Penetrator Rifle; one of me favs. Nothing like nocliping a whole squad of super soldiers through the ceiling.
  16:47:34  15 December 2008
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epij
Senior Resident
 

 
On forum: 12/17/2003
Messages: 224
ARSENAL port from SoC (just without 4 million different AK's)

i tried to port it, but i'm too noob :>
  23:20:45  15 December 2008
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Nailgun? Do you mean Railgun, or that epic Penetrator thingy?
---END QUOTATION---



the Penetrator - it's gotta be one of the coolest FPS weapons, ever . . . and it just sounds cool as well . . .

I mean - just the thought of running around the zone with that beast, firing large bolts at bandits, with a hit having enough force to fling them like they stepped on a grenade . . .

man, I wish I had me some moddeling skills!!
  01:34:25  16 December 2008
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The Vandal
Senior Resident
 

 
On forum: 01/11/2008
Messages: 583
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'.
  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'.
---END QUOTATION---




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: 12552
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.

---END QUOTATION---



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.
---END QUOTATION---



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.
  14:32:19  24 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
Messages: 1355
Attacking flocks of crows would be neet. Especially in the red forest.
  06:36:15  6 January 2009
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DevochkaApokalipsisa
The Night Stalker, I'm S.T.A.L.K.ing the night.
(Resident)

 

 
On forum: 06/20/2007
Messages: 799
I'd like an eternal, pitch-black, foggy night mod. And a simple eternal, super-thick fog mod. (separate mods, I know all it requires is tweaking weather.ltx but I'm too lazy to reverse engineer other mods to do it myself)
  19:23:24  12 January 2009
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
I'd like an eternal, pitch-black, foggy night mod. And a simple eternal, super-thick fog mod. (separate mods, I know all it requires is tweaking weather.ltx but I'm too lazy to reverse engineer other mods to do it myself)
---END QUOTATION---



whenever I get my two versions of the next AAO release done - I planned on starting another mod that would make some changes to the weather. If no one else has been willing to pick up your request, I might be willing to do so . . . for CS or SoC?
  19:30:35  27 January 2009
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azorre
(Novice)
 
On forum: 10/03/2008
Messages: 18
Incendiary rounds for shotguns. Rounds like this should be capable of causing massive amounts of damage so for realism sake I'd prefer that they be harder to find and expensive, I think being able to burn your enemies is totally worth it!
  03:27:50  8 February 2009
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Mr. Mutant
Senior Resident
 

 
On forum: 08/04/2008
 

Message edited by:
Mr. Mutant
02/08/2009 3:32:56
Messages: 210
molotvs and mortars
More mutants
Id like to see a mod that has a US strike force or foreign army attacking the zone for its resources mod
Maybe a mod that will put you rite at the beginning of chernobyl or just a few years after the explosion.
Snow Mods are nice.
Mercenary Mod which allows you to come in as an ex-military guy and do jobs for hire.
A mod that puts you even more into the future where everything might be more baren or completely forested.
Arctic Freeze mod where the whole zone has frozen over and mutants have somehow adapted to the changes causing various deformations.
Drug Dealer mod where you can sell/use drugs(small mod)
Mini-games mod where(as they said in the beginning) when you fast travel the guide will take you through a short-cut full of dangerous things. A mini game mod where you shoot crows with the shotgun.
Drunk games
Russian Roulette mini game
  14:57:50  8 February 2009
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wolwe
(Novice)
 
On forum: 12/01/2008
Messages: 27
I'd like to see a mod where you'll be from first stalkers invading the Zone after 2nd Chernobyl explosion (2006?)
  17:44:04  8 February 2009
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azorre
(Novice)
 
On forum: 10/03/2008
Messages: 18
I'd be surprised if GSC didn't already have plans for that, I'd put my money on a monolith story if I had to guess the plan.
  03:36:40  25 February 2009
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illakilla
(Novice)
 
On forum: 09/22/2008
Messages: 13
It would be nice to have a vehicle mod that lets you use vehicles as stash locations...though I think this would be difficut to implement...and of course there's no real way to take vehicles between levels.
  14:01:25  3 March 2009
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kaon
(Novice)
 
On forum: 09/25/2008
Messages: 11
Armours

I'm looking for a modder to work on some extra armours for Clear Sky.


Monolith Armour, 3 variations (Light, Medium, Heavy as you can see Monolith members wearing ingame) with custom texture arms for first person view.

I'm basing my "classification" of the armour types on the weaponry I've seen Monolith members weilding.

Light: Looks like a SEVA suit (They usually carry AK74us or MP5's)
Medium: Similar to the light Duty suit (These usually carry AK74s or SIG SG 550s)
Heavy: Similar to an Exoskeleton (Seen usually wielding Vals but sometimes Groza)

Since Monolith is known for its combat prowess, rare equipment and weaponry, and the "support" of the Zone itself, the armours should have stats slightly above others with a decent amount of artifact containers (although this isn't too big of a deal since outfit stats are easy to edit).

I have tried a mod that added a single Monolith suit, but it was pretty poor in my opinion - So I've decided to try here.

Once I encounter some Monolith in the Army Warehouses, I'll take some screenshots to show each of the different armours they wear.

Thanks
  17:57:19  16 March 2009
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
Slower pace and improved immersion

I'd like to see a mod that improves immersion by slowing down the pace of the game. I really find it annoying that sometimes 3 or more tasks pop up at the same time spamming the HUD with messages that disappear too fast to be read and some tasks fail way to easily. To improve on this I think that the following could help:

- if you get more than one calls for help and you respond to one of them by arriving at the location the other auto-tasks should get cancelled and pop up at a later time. Example: if you arrive at Agroprom stalker base to defend Eastern Gate you should not get a task to defend the Back Exit.

- a decent break between two auto-tasks at the same location. E.g. the Eastern Gate at Agroprom should only require your help once or twice a day no matter what kind of enemy you just defeated.

- no multiple concurrent tasks in faction wars. Face it, the commander of the faction can only send you to one location at a time.

- reduced respawn rates and domination of the area: as long as you are present at a site no NPC/monsters should spawn there or nearby.

- emissions that kill NPCs: every NPC on the level that is not in a location that works as a hideout should be killed by the emission. I don't care about their stuff, it could be either completely thrashed or left in perfect condition. In general the emissions should reduce the current population a bit even if no on-line NPCs are outside hideout locations.
  11:15:20  8 April 2009
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Abokasee
(Novice)
 
On forum: 02/08/2009
Messages: 26
A mod that adds SoC locations to Clear sky. So Pripiyat will be the sight of a huge urban battle again.
  05:37:42  9 April 2009
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Freke
Chris Metzen's Son
(Resident)

 

 
On forum: 03/11/2009
 

Message edited by:
Freke
04/09/2009 5:38:53
Messages: 189

---QUOTATION---
I was thinking of a Warhammer:40,000 based conversion. Just some random ideas I have rolling in my head because I have no skill in modding >.< But I can come up with a name...

S.T.A.L.K.E.R. Rogue Trooper

Change the NPCs to refer to you as an Inquisitorial Storm Trooper. Add weapons like the Hell Gun las rifle, las pistols, bolter pistol and bolter rifle.

Add Daemons and Tyranids along with the mutants. Change blowout to warp storm that has a chance for friendly npcs to lose their minds and attack people. Add chaos anomalys, one can be like a 8 pointed glowing star on the ground with a small pulsing sphere at the center that kills instantly, sucking the blood out of the victim and splashing it in all directions, called a blood pulse in Dawn of War.

Add more humanoid enemies like heretics and sorcerors. I even thought it would be fun to have chaos marine bases around the deeper areas of the zone. Like in the chernobyl NPP and a Daemon Prince boss. Heck maybe even a Blood Thirster.

Change some of the factions like Military to Imperial Guard, Duty to Inquisition, Freedom to Space Marine, Loners to Rogue Traders...etc Monolith to Chaos, Bandits can stay the same etc. Friction between factions can remain because in 40k even allied forces can have major disagreements over who has the superior mandate and openly attack one another.

So many things, I can go on forever >.<
---END QUOTATION---





Ahhh..if such things were possible. Sadly, they aren't. ):

I've always wanted a Warhammer 40k fps but sadly, it just doesn't exist. Not counting Firewarrior, I never got to play that. But I want to. But yeah, having a 40k total conversion would be badass beyond the limit badassness can go, thus setting the badassness limit further than the one broken by a badass mod. But then it wouldn't really be a badassness limit breaker if the limit can be surpassed now can it, making my post meaningless. But yea..

Can't believe you forgot about Orkz man. ORKZ IS DA BEST. Of course they will take the place the mutants

*EdiT* I meant to post this hours ago, but I got sidetracked and the tab just sat unattended. So the post is incomplete and I have to go to sleep now so I can't finish it. ):
  05:28:53  3 May 2009
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
 

Message edited by:
-=Grunt=-
05/03/2009 6:33:06
Messages: 4114
Does anyone know how to add a Guide to a certain point?

I want to add a guide in Cordon at "Far Outpost" (Cordon to Garbage level changer, the outpost) can anyone help me please?

It's really annoying to run back there then run back to the Loner base to sell the loot from the fights there.

EDIT: Would be nice if someone makes a small script that makes the Bandits not rob you at their level changer outposts if you help them capture the Flea Market.
  20:49:33  5 May 2009
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Sgt Doom
Senior Resident
 

 
On forum: 08/01/2008
Messages: 330
A mod that improves A-Life but nothing else. All the all.spawn mods i've seen have a load of other stuff attached I don't want.
  11:44:06  29 May 2009
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Artistika
(Novice)
 
On forum: 05/29/2009
Messages: 2
Simplified Sleeping Bag

I would love to see a simplified version of the Sleeping Bag without dreams or any of the advanced features. Just a way to sleep through the night. I've tried doing it myself with AMK's for reference but sifting through all of the extras he has in there made it impossible for me to be able to extract the correct information. Impossible because I'm not a modder or script-er, hehe.

Would this be a difficult task? And is anyone up for such a thing? It would be an awesome thing and I don't think I'd be alone in appreciating it! The original tended to be only for one or two patch versions and then was never updated except for in large mod compilations.
It'd be so sweet to see something like this hit the downloads section!
  18:29:13  2 June 2009
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k1LLzyar
(Senior)
 
On forum: 02/22/2009
 

Message edited by:
k1LLzyar
06/02/2009 18:29:32
Messages: 51
+1


---QUOTATION---
A mod that improves A-Life but nothing else. All the all.spawn mods i've seen have a load of other stuff attached I don't want.
---END QUOTATION---

  03:22:00  10 June 2009
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409
AMK / OL Style Emissions desperately needed!!!

We desperately need OL / AMK style Emissions - ie. NPC's run to cover, emissions are more powerful in relation to distance from NPP etc.

It would be nice if cover locations made sense - ie. underground or substantial buildings but the current cover locations would be ok as long as the rest of it was taken care of.
  22:13:29  13 June 2009
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DooMike
The Janitor
(Resident)

 

 
On forum: 01/31/2009
 

Message edited by:
DooMike
06/13/2009 22:25:55
Messages: 415
Stand alone levelchangers?

I have absolutely no idea whether this is possible to make as a stand alone feature, but it has been bugging me, ever since playing some mod where levelchangers were added so that one could return from beyond Limansk...

As someone previously mentioned, adding guides could possibly be a solution.

And in agreement with Chuppas post above: Why one earth is Scar the only one who has to hide from the emissions, when it´s stated at the very beginning that he´s the only one known to have survived one out in the open? It seems he´s actually the only one in the game who can die from it!

EDIT: "Damn, not again!" Just discovered the freeplay mod, which seems to solve the first part of this post. But i´m still annoyed with the blowout-thing!
  18:14:14  27 June 2009
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409
Editing "build_details.dds" files??

I'd like to know if it's possible to edit build_details.dds files (in Levels folder) to make the ground cover "bigger" - ie. about 3x current size so the ground cover is about waist high?
  22:30:44  13 July 2009
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Crew 900
Senior Resident
 

 
On forum: 05/13/2007
Messages: 604
Hey ! I looking for some AI mod .
That allows NPC to use medkits bangagge, help other NPC when they need help , and other smart things ....
  20:25:46  24 July 2009
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TomSlick
(Novice)
 
On forum: 07/24/2009
Messages: 4
Hi all, I've been looking for a mod that fits a susat scope to the desert eagle. Has this already been done, and if so where is it?

Also would a laser sight for any weapon be too much to ask for?
  22:41:42  25 July 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---QUOTATION---
Hi all, I've been looking for a mod that fits a susat scope to the desert eagle. Has this already been done, and if so where is it?

Also would a laser sight for any weapon be too much to ask for?
---END QUOTATION---



You're unlikely to see that happening I'm afraid, as you would need to make a new mesh for it that included the scope, which is problematic in itself, and also I'm pretty sure the game won't let you add scopes to weapons in the first slot, so you'd have to use it as a main weapon, which kind of defeats the object I guess.

As for the laser-sight, no idea if it's possible, although I can't see it being of much use tbh. Would look cool though
  22:56:28  25 July 2009
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smrtphoneusr
Senior Resident
 

 
On forum: 03/29/2009
Messages: 3058

---QUOTATION---
...and also I'm pretty sure the game won't let you add scopes to weapons in the first slot, so you'd have to use it as a main weapon, which kind of defeats the object I guess.
---END QUOTATION---


Actually, the game doesn't care for slots when it comes to scopes, grenade launchers won't work but scopes do.
But concerning the mesh you are right, it has to support the scope, which none of the game meshes does so far. But I remember seeing screens of a scoped pistol being posted in the early days of the russian Arsenal Mod thread, and it had a laser pointer, too. Can't tell if the weapon will ever make it to the final release, i guess we'll have to wait a bit longer to find out.
  23:14:20  25 July 2009
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
07/25/2009 23:15:52
Messages: 1355
When some guys I new where playing the beta we got a file for adding scopes to pistols. Most of them crash the game after a while. Same as the mp5. Same as in shoc.
  23:59:02  26 July 2009
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TomSlick
(Novice)
 
On forum: 07/24/2009
Messages: 4
Thanks for the quick replys.

OK, So its a lot more involved than I thought.

Then what about a mod that makes all members of Freedom have red eyes?
  13:59:45  28 July 2009
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Strelok22
Senior Resident
 

 
On forum: 07/10/2009
Messages: 667
Oooh, pretty button!
  23:31:02  16 August 2009
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Ergonpandilus
(Senior)
 
On forum: 04/27/2007
Messages: 87
Texture For RK 95

I did this mod few years back: [link]http://stalker.filefront.com/file/Finnish_RK_95_TP_Mod;83077[/link] It uses AK-74 model, just retextured and with unique icon.

I'm planning to port that mod to CS too, but I'd like to retexture it. Could somebody make a better texture for it? It should have mostly matte plastic look (the three handles and the clip), except the "machine" and the barrel whom should have glossy metallic look. Like in this picture: [link]http://www.sturmgewehr.com/bhinton/Valmet/Valmet_Rk95-223.gif[/link]

I will give credit to the guy who manages to make the texture.
  00:25:27  17 August 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---QUOTATION---
Texture For RK 95

I did this mod few years back: [link]http://stalker.filefront.com/file/Finnish_RK_95_TP_Mod;83077[/link] It uses AK-74 model, just retextured and with unique icon.

I'm planning to port that mod to CS too, but I'd like to retexture it. Could somebody make a better texture for it? It should have mostly matte plastic look (the three handles and the clip), except the "machine" and the barrel whom should have glossy metallic look. Like in this picture: [link]http://www.sturmgewehr.com/bhinton/Valmet/Valmet_Rk95-223.gif[/link]

I will give credit to the guy who manages to make the texture.
---END QUOTATION---



I can probably knock together something half-decent, the problem really is the model, the handguard in particular would look pretty different, as would the stock and rear sight, so it would probably just end-up looking like a black plastic ak74

gimme a shout though if you want me to have a go at it.
  00:45:15  17 August 2009
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Ergonpandilus
(Senior)
 
On forum: 04/27/2007
Messages: 87

---QUOTATION---

I can probably knock together something half-decent, the problem really is the model, the handguard in particular would look pretty different, as would the stock and rear sight, so it would probably just end-up looking like a black plastic ak74

gimme a shout though if you want me to have a go at it.
---END QUOTATION---



Please do. I'd appreciate it hugely, since I've been actually shooting that weapon in the army (The Finnish Defence Forces).

I understand that the problem is the model, but it doesn't have to be 100% accurate. Just so, that you will notice which parts of the weapon are made of metal or plastic. And if editing bump map helps, that would be nice too.

People didn't complain about my original mod for SoC, even though it had this very glossy texture with silvery details.
  06:47:02  20 August 2009
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beretta
(Senior)
 
On forum: 04/13/2007
Messages: 66
Are there any companion mods yet? if not we need one
  17:10:18  28 August 2009
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Octavarium
(Novice)
 
On forum: 08/28/2009
Messages: 1
Hi all

I am wondering if there is a mod that allows you to continue the game after completing the main quest? Thank you!
  13:21:03  1 September 2009
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690

---QUOTATION---
I am wondering if there is a mod that allows you to continue the game after completing the main quest? Thank you!
---END QUOTATION---


http://privat.bahnhof.se/wb220832/stalker/mods/clear.sky/cs.freeplay.mod/S.T.A.L.K.E.R.-C.S.Freeplay.Mod-v1.1.rar
  16:42:23  1 September 2009
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Otter
wants a pet pesudodog.
(Resident)

 

 
On forum: 06/08/2007
 

Message edited by:
Otter
09/01/2009 16:51:42
Messages: 370

---QUOTATION---
A mod that adds SoC locations to Clear sky. So Pripiyat will be the sight of a huge urban battle again.
---END QUOTATION---



This.
Though I doubt it would be possible, or at least feasible, since they'd have to be converted to the new version of the engine (rebuilt?) and then fitted with smart terrains so the AI worked properly.
But Da**, seeing full-scale faction war accross Pripyat, or seeing one faction slowly take control of the road to the Scorcher...

Speaking of Pripyat, though, is there anything that makes the factions actually war over Limansk? There's the story-line conflict, but after that I don't see any factions moving there and fighting bitterly for control like they should be.
.......

Something that actually makes the Loner comments in Yantar about the constant onslought of zombies, and Duty's comments about cutting down dozens of mutants every night, actually true.
As it is, it seems there are only specific points along the main story where any of this actually happens, after that the zombies go away again, and the mutants largely stop attacking.
  07:39:45  5 September 2009
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Freke
Chris Metzen's Son
(Resident)

 

 
On forum: 03/11/2009
Messages: 189
How about an auto save feature eh? ;DD
  09:13:26  5 September 2009
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690

---QUOTATION---
How about an auto save feature eh? ;DD
---END QUOTATION---


The game already has an autosave feature, however the interval is very long... 1 hour and 5 minutes. You can change it to a more desired value in configs\alife.LTX:
    autosave_interval			= 01:05:00

  08:00:27  6 September 2009
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Freke
Chris Metzen's Son
(Resident)

 

 
On forum: 03/11/2009
Messages: 189
Alright appreciate it. Mine usually only work after I change levels. :[
  01:04:25  23 February 2010
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RSteve503
Senior Resident
 

 
On forum: 02/07/2010
Messages: 179
Weapon Ballistics

Sorry if this is already discussed -- dont have time to read the whole thread.

After playing Chernobyl and Clear Sky and several big mods for both, I am moved to comment on weapon ballistics.

If it were not for the frustration imposed I could laugh.

In general, shotgun ballistics are ridiculous. When shot leaves the barrel of a shotgun, it does not spray out like a garden hose. It stays in a small mass.

I stood 10 meters from a wall and fired shotguns at it, getting like a 2 meter spread from a long barrelled SG. I think in real life you might get that from a shotgun with no barrel, but not otherwise. And seeing the shot hit 30 m away in a spread 5-10 m wide is nonsense.

And in one mod the BM16, sawed off barrel, had a tight pattern and the TOZ, a long barrelled gun, had a very wide one.... thats not the way it works.

Then we get to bullets, from rifles and pistols.

Sorry, but the pattern from a number of shots fired from the same gun, with the aim point the same, will be very tight. In Stalker, at 30 m you can see bullets hitting at spots a meter or two from each other, same aim point.

And... guns do NOT get less accurate when you are running. Shot does NOT magically have a wider patter if you are moving than if you are still.

In general I love the game(s) but the ballistics needs work in most mods.

Carry on
  06:36:43  5 April 2010
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
 

Message edited by:
chuppa
04/06/2010 1:04:58
Messages: 409

---QUOTATION---
Weapon Ballistics

Sorry if this is already discussed -- dont have time to read the whole thread.

After playing Chernobyl and Clear Sky and several big mods for both, I am moved to comment on weapon ballistics.

If it were not for the frustration imposed I could laugh.

In general, shotgun ballistics are ridiculous. When shot leaves the barrel of a shotgun, it does not spray out like a garden hose. It stays in a small mass.

I stood 10 meters from a wall and fired shotguns at it, getting like a 2 meter spread from a long barrelled SG. I think in real life you might get that from a shotgun with no barrel, but not otherwise. And seeing the shot hit 30 m away in a spread 5-10 m wide is nonsense.

And in one mod the BM16, sawed off barrel, had a tight pattern and the TOZ, a long barrelled gun, had a very wide one.... thats not the way it works.

Then we get to bullets, from rifles and pistols.

Sorry, but the pattern from a number of shots fired from the same gun, with the aim point the same, will be very tight. In Stalker, at 30 m you can see bullets hitting at spots a meter or two from each other, same aim point.

And... guns do NOT get less accurate when you are running. Shot does NOT magically have a wider patter if you are moving than if you are still.

In general I love the game(s) but the ballistics needs work in most mods.

Carry on
---END QUOTATION---



Have you tried out Chuppas Clear Sky?

Essentially there are two separate issues with weapon performance / behaviour in STALKER games: one is the outright performance aspect and the other is actual mistakes and faults.

Your quoted example of the incorrect behaviour of those shotguns is a case of the latter issue and relatively easy to fix - the performance aspect is trickier as it boils down to a fairly subjective thing and requires a fair bit of adjustment to lots of stats to achieve proper and balanced results.

The two ends of the spectrum are full realism / accuracy of performance IAW real world stats, - and the other is performance scaled down to suit the game environment and desired gameplay "balance".

In the absence of any way to more individually tailor the behaviour of each ammo type, various compromises and workarounds are necessary to achieve the desired result - such as using dispersion to compensate for effectiveness being too great with distance - ie. for buckshot I use dispersion as a way to regulate it's effectiveness vs range performance - buckshot is modelled as a group of individual bullets so final effect is directly related to the number that hit the target with the problem being that they have about the same effect at 100m as at 3m so making less of them hit as distance increases is the obvious fix. The quoted situation of Toz34 having wide dispersion vs BM16 sounds like either a simple oversight or a lazy way of compensating for Slug and Darts effectiveness at distance - ie. by making the Toz dispersion quite large it's not an uber cannon when used with Slugs and Darts - but the base weapon dispersions SHOULD have been made to be correct in relation to each other, then the ammo dispersions used to finally control Slug and Dart accuracy. Keep in mind too that because buckshot is handled as a group of individual bullets fired simultaneously, the nett effect of increased dispersion (decreased accuracy) factor is a wider spread of the whole group. That does need to be taken into account when adjusting shotguns behaviour.

I've recently been reworking weapons in SoC, CS and CoP with a mind to exactly the sorts of things typified by that shotgun issue - and paying particular attention to making close and far effectiveness of all weapons more "correct" by increasing the global air resistance and then using weapon and ammo stats to tune each weapon's performance to feel right - tho all in a scaled down fashion to suit the game environment - ie. instead of assault rifles being deadly right out to over 1000m and decently accurate to 600 or so, they're dangerous AND accurate to maybe 160m but fall off in both from there. Pistols are quite powerful and accurate but effectiveness falls off drastically with range - someone 100m away might be hitting you consistently with a HPSA but you'll take little if any damage unless you have no body armour. The thing that's taking longer to sort out is armour factoring - ie. the balance between bleeding effect and outright health hit such that assault rifles and pistols behave correctly in relation to each other inasmuch as for example a chest shot to body armour from a HPSA pistol at 4m will knock maybe a tad less overall health off than the same shot with an AK74, but the AK will cause a big bleeding factor. So far results are excellent with the result being that a couple or more hits from a pistol as described can be survivable - as well as maybe one from the AK, but 2 or more from the AK are pretty much a kill - and even the single shot will need IMMEDIATE "first aid" else it's all over. I'm also trying to make peripheral hits carry relatively little hit damage with the main effect being bleeding - ie. overall body part damage is bleeding factored and then hit damage is added to major parts. Combat is feeling VERY VERY good with this set of values so far.
  12:30:30  9 April 2010
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Yull
(Novice)
 
On forum: 04/09/2010
Messages: 6
What every mod must feature ?

I think that every mod must include:
- a sleeping bag: many players of vanilla hat to move during night.
- freeplay mode after finishing the main quest.
  13:26:42  8 May 2010
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AlexK
(Novice)
 
On forum: 05/08/2010
Messages: 3
Suggestion

In my unpatched game there was always (well very rarely was there not) a quest available from a squad leader, even if it was only a deliver ammo/grenades/medkit mission.

It was a good way to get cosy with any particular faction as well as being a good alternative to mass murder for making money.
It also felt good to be able to charge similar to what traders do

Since I had to (due to emission bugs) patch to 1.5.10, all i seem to get in response to "How can i help?" is "You can't"

I'm half way through and asking every squad leader. And i've gotten exactly 5 deliver quests

I just want to bump up the frequency
  13:48:21  8 May 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Only CS leaders offer these quests.
There are incomplete quests for other factions in the quest files, but they are commented out. It is possible to restore these with correct rewards and descriptions.
  14:27:29  8 May 2010
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AlexK
(Novice)
 
On forum: 05/08/2010
Messages: 3

---QUOTATION---
Only CS leaders offer these quests.
There are incomplete quests for other factions in the quest files, . . .
---END QUOTATION---



Really? Cos as I said, in my unpatched game they worked fine. Clear Sky, STALKERS, Duty, Freedom (dunno about bandits however) all offered them - I was pretty happy with it because it meant I got my Bulat cheap.

The odd ones were Duty though - they mostly kept asking for Sunrise Suits and the SPSA-14 shotguns when the rest wanted ammo (9x18, 12x70 shot, 5.45x39 while Duty only asks for 5.45x39BP), grenades (3x RGD-5), etc.


---QUOTATION---
It is possible to restore these with correct rewards and descriptions.
---END QUOTATION---

Great! How would i go about restoring them?
  18:30:56  8 May 2010
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AlexK
(Novice)
 
On forum: 05/08/2010
Messages: 3

---QUOTATION---
To restore those would take a bit of time and some script working. Have you unpacked your files? If so, look around for a script that has to do with returning stuff. Then set the chances for each faction. Voila' it should be done.
---END QUOTATION---



Man oh man! You make it sound so easy
This has shown me I'm not nearly as proficient with this engine as I should be to start messing around with it! (I really suck )

OK, I'm working under the assumption that the CS faction does still offer these quests while the rest don't but looking through I can't find where it (csky) might differ from bandit,dolg,ecolog,freedom,killer,stalker or where any chance values are.

I'm gonna have a look at the scripts from the unpatched game, hopefully see where it changed.
Any other ideas?
  18:54:45  8 May 2010
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387
Generic tasks are stored in configs\misc\tm_levelname.ltx - there's no scripting required, the script for this mission type already works fine. Many levels outside the Marsh & Cordon have these 'bring item' quests set-up in the configs, but commented-out. You can re-enable them, but be warned, some are buggy and will require modification. Also, the cash and goodwill rewards for these quests are pretty high by default, so re-enabling them poses a pretty major balance issue (especially considering how easy it is to earn money in the vanilla game).
  22:50:36  8 May 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
~Alexk, there are two types of jobs.
The first is return item. You have to go find a unique item and return it to the leader. All faxctions offer these, however, they must be done in storyline order (Marsh -> Cordon -> Garbage -> Dark Valley -> Agroprom -> Yantar -> Red Forest -> Military Warehouses.

The second is deliver item. Only Clear Sky squad leaders offer these. There are some for stalkers, loners, freedom and bandits, but they are commented out in vanilla. I did restore some of them in my previous gamedata setup, and I might re-enable them again, and release a mod. Its also a good way to gain standings with Factions, and make a little bit of extra cash.
  02:44:53  9 May 2010
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snorker
(Novice)
 
On forum: 03/07/2010
Messages: 6
cs expansion idea

just played cs through again - and it seems to end way too quick (when shoc was epic) - so i would like to see an area or two created between the abandoned hospital and chenobyl npp

- the 'catacombs' mentioned by the cs squad leader - night vision only area.. could be a good place to get attacked by waves and waves of mutants (bloodsuckers, rats) and maybe some monolith - help wrecked squads of cs guys... etc - could rip off maps from all the underground bits throughout the series and graft them together somehow??

- also you could get to nearly the end of catacombs and have to detour for some reason - say strelok blows up the tunnel again - maybe you get cut off from your cs squad - be forced to go through a seemingly empty pripyat city map and complete a very snipery sequence of events (perhaps overpower the enemy snipers so they can kill you in one shot?)

- as the main road is blocked - you have to go back underground to a service tunnel killing monolith or whatever to where the last level starts - showing a fancy (helicopter view) cutscene where your character pops out of the ground into the middle of a full scale battle

some seperate ideas - remove the health bar for the helicopters - it looks crap - and have a conversation option for the faction squad leaders where you can direct them to do something - ie go to this spot marked on the pda - or attempt to achieve this directive
  16:41:08  17 July 2010
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strelok0017
Senior Resident
 

 
On forum: 05/28/2009
Messages: 307
Id love a lot more quests in stalker. But not simple quests like kill this, bring that; but real quests. Very long like explore a lab, find any documents and bring em to scientists. Than they make some fancy device and give it to you for use in next mission. Than u get ambushed by mercs and captured. They want docs and after interrogation they lock you uo. Than u have to find your way out only to find out that scientists played mercs to kill you... And I want hundreds of quests like this!
  23:46:43  29 July 2010
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Ossanha
(Novice)
 
On forum: 07/29/2010
Messages: 9
Bizarre Dreams

Some one can put the FN Scar and the Famas G2 (no textures) in clear sky. Please.
Some one has the way to contact with Gosuke...i need some help about import SoC models to CS. I need learn japanese. .
  20:04:10  23 October 2010
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Bizarre Dreams

Some one can put the FN Scar and the Famas G2 (no textures) in clear sky. Please.
Some one has the way to contact with Gosuke...i need some help about import SoC models to CS. I need learn japanese. .
---END QUOTATION---



Here, you dudes need to look at more russian sites,

These are for CoP but work fine with CS:
http://www.amk-team.ru/forum/index.php?showtopic=8297

you're request are there somewere too...im too tired to search
  07:01:36  16 March 2011
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Kamarov
Aussie Stalker.... in China?
(Resident)

 

 
On forum: 02/02/2008
Messages: 538
*Takes a deep breath* OK,

Things that bugg me and need to be changed-

1. Why are weapons mirror imaged? why are the ejection ports always on the wrong side? i would love to have this fixed.

2. Why are Nato waepons in CS so much more accurate and powerfull than Warsaw pact weapons? I love a good AK 74 but ingame they are shite, considerd a rookies weapon. I would like warsaw pact weapons to have better stats- accurasy, range, power etc.

3. why do weapons jam so damn frequently, i know a guy in the army that has used the same picked up Iraqi commando AK for years, even uses it at shooting ranges and has never had it jam on him, in game after maybe 1000 rounds the rifles jam every few seconds. this needs to be fixed. Having a beat up gun jam ocasionaly is cool, but not every few seconds.

4.Faction wars-

I joined freedome and pushed duty all the way back to their base and then took their base killing everyone, checked the factions wars section of the PDA and saw that duty had 0 squads and 0 supplies so i went back to one of the barriors my guys were holding to see how they were doing as the bandits were close by, i got there, and took out the few stragglers, checked the map to see there were 5 red dots in duty's base and 2 coming my way? WTF? I checked the faction wars section again and duty now has full squad and supply streangh. This imo is total BS, why even bother? once you destroy your enemy, wipe out their base they should stay dead and your faction should then occupy the base otherwise what the hell is the point? your never acheiving anything if your spending hours, thousands of rounds, breaking all your weapons, destroyed your armor, used up all your health getting rid of every memeber of duty to have them all spawn up in full streangh several seconds later. This NEEDS TO BE FIXED.

5. Better freeplay, at the moment im playing CS using Clear sky complete mod and it dose allow you to go back to red forrest using the tunnel to lemansk but.... once you go past the big building site full of monolith soldoirs its the point of no return, there needs to be a fast travel bubble somwhere there. I would also like a fast travel bubble near of in the hospital.


Graphicaly the game is far greater than SHOC, it looks better but dose not play better. The game is short, easy and pretty boreing. IMO it is in desperate need of a full conversion mod like priboy story.

Just my 2 ruples
  14:25:18  29 May 2012
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wlod
(Novice)
 
On forum: 03/27/2012
Messages: 1
Sorry if i'm posting in the wrong thread/forum, but i can't for the love of god find a functioning download of CS Redux 0.97. I've scoured the whole web, and it's impossible to find. Could anyone help me out here? It would be greatly appreciated, thanks.
  01:45:56  27 August 2012
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MVW
(Novice)
 
On forum: 08/15/2012
Messages: 5
Weapons/armor mod

Ok I absolutely love the stalker series, I have played all from start to finish more times than I can count. I have tried several mods that the concept was awesome but I have failed to find one that actually works without crashing every 5 min of game play. Me personally the game in its originality is addictive. What I would like to see in a mod is addition of weapons and armor and I'm not talking about a few guns and armor. If there is a mod like this for Clear Sky I haven't found it, if anyone knows of one please post up the link. I wish I could understand the modding process because I feel I have some great ideas for a great mod.
  02:41:29  24 July 2013
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Zelekendel
(Novice)
 
On forum: 06/27/2013
Messages: 13
Soft cover / concealment for NPCs

I'd like to request a submod or any help with enemies shooting me through thick brush with zero visibility.

I thought I'd be able to use soft cover like dense brush, foliage etc. but it seems like enemies don't care - they still have perfect accuracy through any soft cover, even against total concealment.

Thanks!
  07:46:10  24 July 2013
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Stryker7
(Senior)
 
On forum: 10/25/2010
 

Message edited by:
Stryker7
07/24/2013 7:46:42
Messages: 52

---QUOTATION---
Soft cover / concealment for NPCs

I'd like to request a submod or any help with enemies shooting me through thick brush with zero visibility.

I thought I'd be able to use soft cover like dense brush, foliage etc. but it seems like enemies don't care - they still have perfect accuracy through any soft cover, even against total concealment.

Thanks!
---END QUOTATION---



100% agreement. It really takes away from hiding in the brush while a patrol or group of enemies passes by, to ambush them from behind.

Tried that just the other night and they killed me without even being able to see me (theoretically) I could not see them.
  10:24:56  24 July 2013
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1690
Go: configs\creatures\m_stalker.ltx → alter the value of the transparency_threshold parameter. If you find a value which works perfectly during both day-time and night-time, please share it here: I am interested in this myself, but I have other (though not necessarily bigger) fish to fry at the moment.
 
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