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Mod Requests and Suggestions |
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1 2 3 4 5 ... 13 |
 Question |
Do you ever bother voting in these polls? |
Answers |
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02:41:29 24 July 2013 |
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Zelekendel
(Novice) On forum: 06/27/2013
Messages: 13
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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! |
01:45:56 27 August 2012 |
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MVW
(Novice) On forum: 08/15/2012
Messages: 5
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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. |
14:25:18 29 May 2012 |
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wlod
(Novice) On forum: 03/27/2012
Messages: 1
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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. |
07:01:36 16 March 2011 |
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Kamarov
Aussie Stalker.... in China? (Resident)
 On forum: 02/02/2008
Messages: 538
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*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 |
16:41:08 17 July 2010 |
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strelok0017
Senior Resident
On forum: 05/28/2009
Messages: 307
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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! |
02:44:53 9 May 2010 |
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snorker
(Novice) On forum: 03/07/2010
Messages: 6
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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 |
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
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~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.
IMPORTANT! Fetching error logs! - http://sdk.stalker-game.com/en/index.php?title=Crash-log
My first STALKER story: The Job (Updated 11/6/11)
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=19109&sec_id=5
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18:30:56 8 May 2010 |
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AlexK
(Novice) On forum: 05/08/2010
Messages: 3
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---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? |
14:27:29 8 May 2010 |
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AlexK
(Novice) On forum: 05/08/2010
Messages: 3
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---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? |
13:26:42 8 May 2010 |
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AlexK
(Novice) On forum: 05/08/2010
Messages: 3
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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 |
12:30:30 9 April 2010 |
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Yull
(Novice) On forum: 04/09/2010
Messages: 6
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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. |
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
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---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.
Some people are like Slinkies: Not really good for anything,.. but they bring a smile to your face when you push em down the stairs.
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01:04:25 23 February 2010 |
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RSteve503
Senior Resident
On forum: 02/07/2010
Messages: 179
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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 
RSteve
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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
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---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.
Measuring the days by spent magazines.
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17:10:18 28 August 2009 |
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Octavarium
(Novice) On forum: 08/28/2009
Messages: 1
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Hi all
I am wondering if there is a mod that allows you to continue the game after completing the main quest? Thank you! |
00:45:15 17 August 2009 |
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Ergonpandilus
(Senior) On forum: 04/27/2007
Messages: 87
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---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.
"Everything that happens happens as it should, and if you observe carefully, you will find this to be so. " - Marcus Aurelius
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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
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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. |
20:25:46 24 July 2009 |
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TomSlick
(Novice) On forum: 07/24/2009
Messages: 4
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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?
Are you...Talkin to me?
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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
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+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---
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11:44:06 29 May 2009 |
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Artistika
(Novice) On forum: 05/29/2009
Messages: 2
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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! |
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
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---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. ):
S.T.A.L.K.E.R - cappin' russian speakin' nerds since 2008
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11:15:20 8 April 2009 |
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Abokasee
(Novice) On forum: 02/08/2009
Messages: 26
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A mod that adds SoC locations to Clear sky. So Pripiyat will be the sight of a huge urban battle again. |
03:36:40 25 February 2009 |
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illakilla
(Novice) On forum: 09/22/2008
Messages: 13
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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. |
17:44:04 8 February 2009 |
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azorre
(Novice) On forum: 10/03/2008
Messages: 18
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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. |
14:57:50 8 February 2009 |
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wolwe
(Novice) On forum: 12/01/2008
Messages: 27
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I'd like to see a mod where you'll be from first stalkers invading the Zone after 2nd Chernobyl explosion (2006?) |
19:30:35 27 January 2009 |
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azorre
(Novice) On forum: 10/03/2008
Messages: 18
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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! |
14:32:19 24 December 2008 |
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burger
Senior Resident
On forum: 12/01/2008
Messages: 1355
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Attacking flocks of crows would be neet. Especially in the red forest. |
06:39:22 24 December 2008 |
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The_Funktasm
(Senior) On forum: 03/07/2008
Messages: 66
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---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.
WHAT ARE YOU BRINGING IN ALL OF THIS CRAP FOR!
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03:10:19 24 December 2008 |
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The_Funktasm
(Senior) On forum: 03/07/2008
Messages: 66
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Arsenal Mod for CS: Vandalized. 
WHAT ARE YOU BRINGING IN ALL OF THIS CRAP FOR!
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21:23:04 22 December 2008 |
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Felstorm
(Novice) On forum: 12/22/2008
Messages: 3
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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.
I am the Dragon.
I peer out onto your world of many colored lights from the darkness behind thine eyes...
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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
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---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 |
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. |
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...!! |
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. |
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. |
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. |
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
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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
Completed Projects
Clear Sky VFire120 - Vandalised Firearms (Combat Overhaul)
Clear Sky VimFix110 - Vandals Immortality Fix (Bug Fix)
Under Development
Call Of Pripyat VandalARM - Vandal Armaments (Combat Overhaul)
Call Of Pripyat VandalHUD - Vandal HUD Pack (Interface Overhaul)
Browse My Releases http://stalker.filefront.com/developer/SpeedCanHurt;29456
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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 
Map pack v1.2 for your PDAs released!
For any patch version - 1.5.05 - 1.5.07 included!
Ultimate "Main menu mods compilation" v1.1 released, including Helios Spawn menu mod 1.3, Cheat mod 1.03, and all-new Faction Commander 1.6!
Should have no problems with either of the 1.5.05-1.5.07 patches!
Find those, and much more, on my site: http://stalker.web-pda.info/
Lux's journey through the Zone - http://stalkermod.net/viewtopic.php?f=8&t=186
FAST TRANSFERS OF AMMO AT TRADERS/STASHES!!!
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19552&sec_id=18
|
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. |
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
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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. |
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?? |
12:49:43 4 November 2008 |
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paelleon
(Novice) On forum: 10/26/2008
Messages: 2
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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! 
--------------------------------------------------------------
GRAPHIC IS IRRELEVANT! GOOD GAMES DON'T NEED IT!
--------------------------------------------------------------
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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
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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 |
19:21:38 31 October 2008 |
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Goih
(Novice) On forum: 10/31/2008
Messages: 1
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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). |
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... |
10:37:25 26 October 2008 |
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PCDania
The Dane (Resident)
 On forum: 09/22/2007
Messages: 1988
|
---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
Speedy Gonzales V
Win10 Pro 64-bit
AsRock Z390 Extreme4
32 GB RAM
CPU: i7 8700K
GPU: Nvidia RTX 2070 Super
Soundcard: Creative SB Recon3D Fatal1ty Pro PCIe
27'' Monitor @ 2560*1440
All running at stock speeds.
These are for you Tejas: ,,,, See if you can get 'em
|
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? |
09:37:34 22 October 2008 |
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PhoenixHeart
Senior Resident
 On forum: 10/22/2008
Messages: 1165
|
ah, ve'y good, good sir. |
08:53:28 22 October 2008 |
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LuxZg
Lux's PDA workshop (Resident)
 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..
Map pack v1.2 for your PDAs released!
For any patch version - 1.5.05 - 1.5.07 included!
Ultimate "Main menu mods compilation" v1.1 released, including Helios Spawn menu mod 1.3, Cheat mod 1.03, and all-new Faction Commander 1.6!
Should have no problems with either of the 1.5.05-1.5.07 patches!
Find those, and much more, on my site: http://stalker.web-pda.info/
Lux's journey through the Zone - http://stalkermod.net/viewtopic.php?f=8&t=186
FAST TRANSFERS OF AMMO AT TRADERS/STASHES!!!
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19552&sec_id=18
|
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 |
06:24:24 22 October 2008 |
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LuxZg
Lux's PDA workshop (Resident)
 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!
Map pack v1.2 for your PDAs released!
For any patch version - 1.5.05 - 1.5.07 included!
Ultimate "Main menu mods compilation" v1.1 released, including Helios Spawn menu mod 1.3, Cheat mod 1.03, and all-new Faction Commander 1.6!
Should have no problems with either of the 1.5.05-1.5.07 patches!
Find those, and much more, on my site: http://stalker.web-pda.info/
Lux's journey through the Zone - http://stalkermod.net/viewtopic.php?f=8&t=186
FAST TRANSFERS OF AMMO AT TRADERS/STASHES!!!
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19552&sec_id=18
|
06:55:49 21 October 2008 |
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iART
(Senior) On forum: 01/28/2004
Messages: 93
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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.
Eye Candy? bah, give me ATMOSPHERE!
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07:27:11 20 October 2008 |
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MariusLecter
Senior Resident
 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 >.<
ПРИВЕТСТВУЙТЕ МОНОЛИТ
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19:16:10 19 October 2008 |
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LuxZg
Lux's PDA workshop (Resident)
 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
Map pack v1.2 for your PDAs released!
For any patch version - 1.5.05 - 1.5.07 included!
Ultimate "Main menu mods compilation" v1.1 released, including Helios Spawn menu mod 1.3, Cheat mod 1.03, and all-new Faction Commander 1.6!
Should have no problems with either of the 1.5.05-1.5.07 patches!
Find those, and much more, on my site: http://stalker.web-pda.info/
Lux's journey through the Zone - http://stalkermod.net/viewtopic.php?f=8&t=186
FAST TRANSFERS OF AMMO AT TRADERS/STASHES!!!
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19552&sec_id=18
|
11:37:03 19 October 2008 |
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LuxZg
Lux's PDA workshop (Resident)
 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 
Map pack v1.2 for your PDAs released!
For any patch version - 1.5.05 - 1.5.07 included!
Ultimate "Main menu mods compilation" v1.1 released, including Helios Spawn menu mod 1.3, Cheat mod 1.03, and all-new Faction Commander 1.6!
Should have no problems with either of the 1.5.05-1.5.07 patches!
Find those, and much more, on my site: http://stalker.web-pda.info/
Lux's journey through the Zone - http://stalkermod.net/viewtopic.php?f=8&t=186
FAST TRANSFERS OF AMMO AT TRADERS/STASHES!!!
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19552&sec_id=18
|
10:28:43 16 October 2008 |
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LuxZg
Lux's PDA workshop (Resident)
 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"
Map pack v1.2 for your PDAs released!
For any patch version - 1.5.05 - 1.5.07 included!
Ultimate "Main menu mods compilation" v1.1 released, including Helios Spawn menu mod 1.3, Cheat mod 1.03, and all-new Faction Commander 1.6!
Should have no problems with either of the 1.5.05-1.5.07 patches!
Find those, and much more, on my site: http://stalker.web-pda.info/
Lux's journey through the Zone - http://stalkermod.net/viewtopic.php?f=8&t=186
FAST TRANSFERS OF AMMO AT TRADERS/STASHES!!!
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=19552&sec_id=18
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01:54:55 16 October 2008 |
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bobwalt
Senior Resident
On forum: 04/02/2007
Messages: 217
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---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 |
22:15:14 15 October 2008 |
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bobwalt
Senior Resident
On forum: 04/02/2007
Messages: 217
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---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 |
18:12:58 15 October 2008 |
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K7-Avenger
(Senior) On forum: 03/26/2008
Messages: 95
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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 |
08:07:01 15 October 2008 |
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Martz
(Novice) On forum: 09/07/2008
Messages: 26
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---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). |
06:49:37 15 October 2008 |
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STRELOKx101
(Novice) On forum: 09/28/2008
Messages: 23
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id like the arcenal rc1 mod converted from soc and put in clear sky |
00:51:37 15 October 2008 |
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JustSomeDude
(Novice) On forum: 09/05/2008
Messages: 30
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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! |
22:34:41 14 October 2008 |
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bobwalt
Senior Resident
On forum: 04/02/2007
 Message edited by: bobwalt 10/14/2008 22:35:46
Messages: 217
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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 |
20:29:23 14 October 2008 |
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bobwalt
Senior Resident
On forum: 04/02/2007
Messages: 217
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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 |
19:44:44 14 October 2008 |
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bobwalt
Senior Resident
On forum: 04/02/2007
Messages: 217
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We should move the "weapons I'd like to see thread" here.
Bob |
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