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- 13.01.2005
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Nasao sam malo slobodnog vremena. Here we go!
Diskusije o modovima mozete naci ovdje, kao i vecinu modova.
http://www.gsc-game.com/index.php?t=community&s=forums&offset=-60
http://board.oblivion-lost.de/forumdisplay.php?f=73
Na filefrontu se nalazi najveca kolekcija modova, i podijeljeni su u kategorije.
http://stalker.filefront.com/files/Stalker/Mods;3785
Izbacen je i Smart Mod Manager 1.0, program koji automatizira instalaciju modova.
http://www.gsc-game.com/index.php?t=community&s=forums&offset=-60
Da bi modovi uopste radili potrebno je u glavnom direktorijumu naci fsgame.ltx file i promijeniti drugu liniju da izgleda ovako:
$app_data_root$ = true |false|C: \ |Users\Public\Documents\STALKER-SHOC\
$game_data$ = true |true |$fs_root$ |gamedata\
$game_ai$ = true |false|$game_data$ |ai\
$game_spawn$ = true |false|$game_data$ |spawns\
$game_anims$ = true |true |$game_data$ |anims\
$game_levels$ = true |false|$game_data$ |levels\
$game_meshes$ = true |true |$game_data$ |meshes\
$game_dm$ = true |true |$game_data$ |meshes\
$game_shaders$ = true |true |$game_data$ |shaders\
$game_sounds$ = true |true |$game_data$ |sounds\
$game_textures$ = true |true |$game_data$ |textures\
$game_scripts$ = true |false|$game_data$ |scripts\
$game_config$ = true |false|$game_data$ |config\
$level$ = false|false|$game_levels$
$game_saves$ = true |false|$app_data_root$|savedgames\
$logs$ = true |false|$app_data_root$|logs\
$screenshots$ = true |false|$app_data_root$|screenshots\
$mod_dir$ = false|false|$fs_root$ |mods\
Dalje, u glavnom direktorijumu se kreira gamedata folder i u njega se kopiraju svi modovi. Potrebno je naglasiti da neki modovi nisu kompatibilni, tj. ne mogu raditi skupa, sto dovodi do rusenja igre. Najvaznije je procitati readme svakog moda.
Posto je kolicina modova stvarno velika, a i nisam ih sve probao, ne bih mogao reci koji su najbolji. Najbolji su valjda oni o kojima se najvise diskutuje, pa evo napravit cu nekakvu listu:
GAMEPLAY MODOVI:
-S.T.A.L.K.E.R. Redux (Reality Enhancement) 1.02 - http://files.filefront.com/Redux+v102+FULLrar/;8433013;/fileinfo.html
-S.T.A.L.K.E.R. Alive 1.6 - http://board.oblivion-lost.de/showthread.php?t=12056
-S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos) - http://www.gsc-game.com/index.php?t=community&s=forums&offset=-60
-ABC Mod - http://board.oblivion-lost.de/showthread.php?t=10391
-SagerSTALK b2.2.3 - http://board.oblivion-lost.de/showthread.php?t=10049
-Detection mod (improved stealth!) - http://board.oblivion-lost.de/showthread.php?t=8977
-S.T.A.L.K.E.R. Free Play Story mod by dez0wave - http://board.oblivion-lost.de/showthread.php?t=10912
Diskusije o modovima mozete naci ovdje, kao i vecinu modova.
http://www.gsc-game.com/index.php?t=community&s=forums&offset=-60
http://board.oblivion-lost.de/forumdisplay.php?f=73
Na filefrontu se nalazi najveca kolekcija modova, i podijeljeni su u kategorije.
http://stalker.filefront.com/files/Stalker/Mods;3785
Izbacen je i Smart Mod Manager 1.0, program koji automatizira instalaciju modova.
http://www.gsc-game.com/index.php?t=community&s=forums&offset=-60
Da bi modovi uopste radili potrebno je u glavnom direktorijumu naci fsgame.ltx file i promijeniti drugu liniju da izgleda ovako:
$app_data_root$ = true |false|C: \ |Users\Public\Documents\STALKER-SHOC\
$game_data$ = true |true |$fs_root$ |gamedata\
$game_ai$ = true |false|$game_data$ |ai\
$game_spawn$ = true |false|$game_data$ |spawns\
$game_anims$ = true |true |$game_data$ |anims\
$game_levels$ = true |false|$game_data$ |levels\
$game_meshes$ = true |true |$game_data$ |meshes\
$game_dm$ = true |true |$game_data$ |meshes\
$game_shaders$ = true |true |$game_data$ |shaders\
$game_sounds$ = true |true |$game_data$ |sounds\
$game_textures$ = true |true |$game_data$ |textures\
$game_scripts$ = true |false|$game_data$ |scripts\
$game_config$ = true |false|$game_data$ |config\
$level$ = false|false|$game_levels$
$game_saves$ = true |false|$app_data_root$|savedgames\
$logs$ = true |false|$app_data_root$|logs\
$screenshots$ = true |false|$app_data_root$|screenshots\
$mod_dir$ = false|false|$fs_root$ |mods\
Dalje, u glavnom direktorijumu se kreira gamedata folder i u njega se kopiraju svi modovi. Potrebno je naglasiti da neki modovi nisu kompatibilni, tj. ne mogu raditi skupa, sto dovodi do rusenja igre. Najvaznije je procitati readme svakog moda.
Posto je kolicina modova stvarno velika, a i nisam ih sve probao, ne bih mogao reci koji su najbolji. Najbolji su valjda oni o kojima se najvise diskutuje, pa evo napravit cu nekakvu listu:
GAMEPLAY MODOVI:
-S.T.A.L.K.E.R. Redux (Reality Enhancement) 1.02 - http://files.filefront.com/Redux+v102+FULLrar/;8433013;/fileinfo.html
2.1 Combat
-bandages only stop bleeding, and no longer heal
-medkits can not be hotkeyed to simulate the time it would take to heal oneself
-wound scales have been revamped, particularly for vital areas
-basic body armor now only offers bullet-proofing for the chest and back, while full body armor offers
bullet resistance in the chest, back, upper arms, and legs
-bullet-proof areas of armor offer better bullet resistance, and degrade realistically based on damage type
-the player starts limping at 30% maximum health
-damage multipliers have been revamped to be more realistic
-binoculars no longer identify targets
-9 new armors included, built for the Zone's rough climate
-33 rewritten armor descriptions, and reworked characteristics
-all artifacts revamped to be both more valuable and more useful
2.11 weapons
-all weapons revamped based on real-world physics formulas and firearm characteristics to provide the most
realistic weapon simulations possible on the game engine
-iron sights now sway to reflect human condition
-all weapon descriptions have been revamped and extended to include real-world details and fictional lore
-suppressors now come in models built for specific calibers, and cannot be interchanged between barrel type
-equipping a silencer will decrease recoil and increase accuracy
-more weapons have the ability to be equipped with modifications and attachments
-normal ammuniton no longer equipped with tracers
-Desert Eagle now uses .44 magnum ammunition
-weapons found on corpses are severely degraded
-by simplifying the script technique, weapon stat-charts should now accurately reflect a weapon's attributes
-at least slight penetration on most ammunition
-certain ammunition is corrosive and degrades weapons much faster
-all optic sights have the correct real-world level of magnification
-grenade launchers attachments reduce recoil and lower accuracy slightly
-muzzle flashe textures have been darkened
-fragmentation grenades now contain 20 times more fragments
-new ammunition: tracer versions for most current ammo types (with new icons); tracers are green, in true Russian form
-new ammunition: 7.62x39mm rifle round
-new ammunition: .44 Magnum pistol round
-new weapon: AKM (reskinned AK-74)
-replaced firing, reloading, suppressed, draw, footstep and bullet hit sounds with more realistic versions
(NOTE: this is the only known English mod for STALKER with fixed .OGG sound files: all sounds work properly)
-bandages only stop bleeding, and no longer heal
-medkits can not be hotkeyed to simulate the time it would take to heal oneself
-wound scales have been revamped, particularly for vital areas
-basic body armor now only offers bullet-proofing for the chest and back, while full body armor offers
bullet resistance in the chest, back, upper arms, and legs
-bullet-proof areas of armor offer better bullet resistance, and degrade realistically based on damage type
-the player starts limping at 30% maximum health
-damage multipliers have been revamped to be more realistic
-binoculars no longer identify targets
-9 new armors included, built for the Zone's rough climate
-33 rewritten armor descriptions, and reworked characteristics
-all artifacts revamped to be both more valuable and more useful
2.11 weapons
-all weapons revamped based on real-world physics formulas and firearm characteristics to provide the most
realistic weapon simulations possible on the game engine
-iron sights now sway to reflect human condition
-all weapon descriptions have been revamped and extended to include real-world details and fictional lore
-suppressors now come in models built for specific calibers, and cannot be interchanged between barrel type
-equipping a silencer will decrease recoil and increase accuracy
-more weapons have the ability to be equipped with modifications and attachments
-normal ammuniton no longer equipped with tracers
-Desert Eagle now uses .44 magnum ammunition
-weapons found on corpses are severely degraded
-by simplifying the script technique, weapon stat-charts should now accurately reflect a weapon's attributes
-at least slight penetration on most ammunition
-certain ammunition is corrosive and degrades weapons much faster
-all optic sights have the correct real-world level of magnification
-grenade launchers attachments reduce recoil and lower accuracy slightly
-muzzle flashe textures have been darkened
-fragmentation grenades now contain 20 times more fragments
-new ammunition: tracer versions for most current ammo types (with new icons); tracers are green, in true Russian form
-new ammunition: 7.62x39mm rifle round
-new ammunition: .44 Magnum pistol round
-new weapon: AKM (reskinned AK-74)
-replaced firing, reloading, suppressed, draw, footstep and bullet hit sounds with more realistic versions
(NOTE: this is the only known English mod for STALKER with fixed .OGG sound files: all sounds work properly)
-S.T.A.L.K.E.R. Alive 1.6 - http://board.oblivion-lost.de/showthread.php?t=12056
Version 1.5 - 1.6
- all files merged with 1.0004 and bardak's 1.0004 bugfix attempt (BFA)
- most parts of the Zone Reclamation Project have been integrated, adding a lot of bugfixes (credits go to NatVac)
- all smart_terrains have been completely overhauled
- NPCs take and hold positions that suits their factions better (i.e small camps for bandits/loners, more important positions for Duty/Freedom/military)
- results in better overall spawn rates and less "over- populated" areas
- certain quests are much less likely to be uncompletable
- "Kill the Stalker" Quests are fixed, NPCs won't make their way to Pripyat in early stages of the game
- all respawns have been completely overhauled
- spawn rates balanced
- conditioned some respawns to lower the probability of crowds at level changers (still happens sometimes)
- some aliVe scripts reworked - coordinates and spawns changed (complete script overhaul will follow in next version)
- new aliVe creatures added
- some dialog issues fixed (thanks to Victim and NatVac)
- anomaly evader crash issues fixed (thanks to Victim and NatVac)
- new (old) mutant added - Burer (thanks to Jeppa for helping and providing his files as basis)
- equipped some quest NPCs with new weapons
- certain NPCs have new smart terrains to go to while the game progresses
- decreased corpse stay time (NPCs & mutants) to 10 ingame hours
- removed aliVe modified gulags
- bugfix: talking to Seriy after going to Strelok's stash will not crash the game anymore
- sleeping bag mod added as addon (thanks to russo for his awesome work)
- translated the sleeping bag texts for the german version
- repair mod addon removed and integrated into aliVe
- fixed Emporikon Trader Mod for 1.0004
- military at the bridge in cordon can be bribed again
- scripted bloodsucker spawn in agroprom underground works again
- scripted bloodsucker spawn in dark valley works again
- removed some aliVe dialogs
- Wolf dialog fixed
- german readme added
- all files merged with 1.0004 and bardak's 1.0004 bugfix attempt (BFA)
- most parts of the Zone Reclamation Project have been integrated, adding a lot of bugfixes (credits go to NatVac)
- all smart_terrains have been completely overhauled
- NPCs take and hold positions that suits their factions better (i.e small camps for bandits/loners, more important positions for Duty/Freedom/military)
- results in better overall spawn rates and less "over- populated" areas
- certain quests are much less likely to be uncompletable
- "Kill the Stalker" Quests are fixed, NPCs won't make their way to Pripyat in early stages of the game
- all respawns have been completely overhauled
- spawn rates balanced
- conditioned some respawns to lower the probability of crowds at level changers (still happens sometimes)
- some aliVe scripts reworked - coordinates and spawns changed (complete script overhaul will follow in next version)
- new aliVe creatures added
- some dialog issues fixed (thanks to Victim and NatVac)
- anomaly evader crash issues fixed (thanks to Victim and NatVac)
- new (old) mutant added - Burer (thanks to Jeppa for helping and providing his files as basis)
- equipped some quest NPCs with new weapons
- certain NPCs have new smart terrains to go to while the game progresses
- decreased corpse stay time (NPCs & mutants) to 10 ingame hours
- removed aliVe modified gulags
- bugfix: talking to Seriy after going to Strelok's stash will not crash the game anymore
- sleeping bag mod added as addon (thanks to russo for his awesome work)
- translated the sleeping bag texts for the german version
- repair mod addon removed and integrated into aliVe
- fixed Emporikon Trader Mod for 1.0004
- military at the bridge in cordon can be bribed again
- scripted bloodsucker spawn in agroprom underground works again
- scripted bloodsucker spawn in dark valley works again
- removed some aliVe dialogs
- Wolf dialog fixed
- german readme added
-S.T.A.L.K.E.R. - Oblivion Lost (by Kanyhalos) - http://www.gsc-game.com/index.php?t=community&s=forums&offset=-60
This mod wants to get closer to the old Oblivion Lost, and give the best performance what is possible, with using the 3 best mod features:
Total Freeplay, Modified A-Life, and Reality Enhancement.
It is recommended to play in Master difficulty!
This mod works properly only with 1.0004 patch, and if you want to use it with 1.0005 then you must wait for the fix!
Features:
- Custom Oblivion Lost menus and backgrounds
- Greyscale menus and buttons
- All cutout mutants and vehicles
- Level changers from NPP to Pripyat
- Artifact activation
- Random Blowout
- NPC's can buy everything from the actor but in very low prices
- Reduced NPC's sightseeing radius at night
- Increased and balanced weapon damages to make the game harder and more realistic
- The crosshair reduced to a dot
- 24 hours cycle weather in all levels
- Join Duty fraction
- Atmospheric sky textures
- New stalker and weapon textures
- Sleeping bag
Total Freeplay, Modified A-Life, and Reality Enhancement.
It is recommended to play in Master difficulty!
This mod works properly only with 1.0004 patch, and if you want to use it with 1.0005 then you must wait for the fix!
Features:
- Custom Oblivion Lost menus and backgrounds
- Greyscale menus and buttons
- All cutout mutants and vehicles
- Level changers from NPP to Pripyat
- Artifact activation
- Random Blowout
- NPC's can buy everything from the actor but in very low prices
- Reduced NPC's sightseeing radius at night
- Increased and balanced weapon damages to make the game harder and more realistic
- The crosshair reduced to a dot
- 24 hours cycle weather in all levels
- Join Duty fraction
- Atmospheric sky textures
- New stalker and weapon textures
- Sleeping bag
-ABC Mod - http://board.oblivion-lost.de/showthread.php?t=10391
Progressive Gameplay - Everything is affected by your skill, weapons, suits, events, Repair tool, etc... As you advance you can use your items better, your weapon will work better, your suit will work better and you will be able to make a better repair of your equipments, not only that, but as you advance and get more money, the suit that you buy also have different properties(weight/power), so as you advance ingame, you will be able to carry more stuffs and even if some how you make money to buy an advanced suit, it will be good as your skill, so to get anything working as it supposed to be you muse advance through ranks.
* Interative Wish Granter - Wish Granter have an entirely new role, Wish Granter is no longer a "static figure", now you can choose your wish and now your wish will become true or maybe not (See pictures)
- There is also more 2 wishes, 7 in total and each of them start a new event and after you make a wish, the Wish Granter will go down for a day, so there you will have the option to contine to NPP level or go back to previous level, then if you wish, you can go back and make a new wish.
- 2 of those wishes are one time wish, the others will take a day to show up again and others may take more than 5 days.
You may become a Zombie depending of your actions and if you become a zombie, then your gameplay will be affected by everything, it's not just about being part of "zombied stalker" factions, the way you will see the world will be very different.
- Info: if this happen to you, then some one will send you a radio message, telling you how to get the antidote.
- Your way through the game will be very hard, since you are no longer a stalker, so everyone will attack you, till you get the antidote and you wont be able to see the "true ending", so don't even try.
* Interative Wish Granter - Wish Granter have an entirely new role, Wish Granter is no longer a "static figure", now you can choose your wish and now your wish will become true or maybe not (See pictures)
- There is also more 2 wishes, 7 in total and each of them start a new event and after you make a wish, the Wish Granter will go down for a day, so there you will have the option to contine to NPP level or go back to previous level, then if you wish, you can go back and make a new wish.
- 2 of those wishes are one time wish, the others will take a day to show up again and others may take more than 5 days.
You may become a Zombie depending of your actions and if you become a zombie, then your gameplay will be affected by everything, it's not just about being part of "zombied stalker" factions, the way you will see the world will be very different.
- Info: if this happen to you, then some one will send you a radio message, telling you how to get the antidote.
- Your way through the game will be very hard, since you are no longer a stalker, so everyone will attack you, till you get the antidote and you wont be able to see the "true ending", so don't even try.
-SagerSTALK b2.2.3 - http://board.oblivion-lost.de/showthread.php?t=10049
Similar to my Oblivion mod, Sagerbliv, the purpose of these changes are to better balance the game, without making it more difficult. The game should feel more realistic in someways (such as weapon damages) and more rewarding in others (for example, once an area is cleared, it will stay cleared for awhile).
I recommend playing with your crosshairs turned off, and on veteran difficulty.
I recommend playing with your crosshairs turned off, and on veteran difficulty.
-Detection mod (improved stealth!) - http://board.oblivion-lost.de/showthread.php?t=8977
This mod changes the way the human AI (m_stalker.ltx) will detect you. They will have equal night-sight as you, and will not know if your an enemy or friend from such a long distance.
The luminocity_factor has been tweaked so that the human AI will have much more realistic night-sight. They will not see you unless you can see them, lighthing wise. This means that sneaking into an bandit camp at night, and being less than 10 meters away from the bandits is definitely plausible. Also, this gives your nightvision a whole new way of use. Your flashlight will give your position away, your nightvision won't.
Also, the distance of which the human AI will recognize you has been tweaked. I thought it was unrealistic the way the AI could decide if you were a friend or enemy from 1 km.
The way human AI awareness works has also been changed. There are two funcitons: "stalker_vision_free" and "stalker_vision_danger". The first function is the awareness of free roaming AI, while the latter is the mode human AI go into when they have spotted you. Originaly, using the "danger" function, the AI would have increased vision. This has been turned the other way around. You really don't think of what's happening 800 meters away from you when you're in the heat of the battle.
With version 2 of the mod, the human AI is more sensitive of gunfire.
The luminocity_factor has been tweaked so that the human AI will have much more realistic night-sight. They will not see you unless you can see them, lighthing wise. This means that sneaking into an bandit camp at night, and being less than 10 meters away from the bandits is definitely plausible. Also, this gives your nightvision a whole new way of use. Your flashlight will give your position away, your nightvision won't.
Also, the distance of which the human AI will recognize you has been tweaked. I thought it was unrealistic the way the AI could decide if you were a friend or enemy from 1 km.
The way human AI awareness works has also been changed. There are two funcitons: "stalker_vision_free" and "stalker_vision_danger". The first function is the awareness of free roaming AI, while the latter is the mode human AI go into when they have spotted you. Originaly, using the "danger" function, the AI would have increased vision. This has been turned the other way around. You really don't think of what's happening 800 meters away from you when you're in the heat of the battle.
With version 2 of the mod, the human AI is more sensitive of gunfire.
-S.T.A.L.K.E.R. Free Play Story mod by dez0wave - http://board.oblivion-lost.de/showthread.php?t=10912
This is the original Stalker - Shadow of Chernobyl game with some minor addons.
First of all, the story is open ended, because we added a lot of level changers,
so you can go back from Stancia to Pripyat and sell your goods, and do what you
like. We added a lot of cars too, and the cut out monsters. We included a
blowout mod and a co-op function. I think thats all for now.
Important!!! If you enter the last portal the zone will disappear, so you can't
continue your game. I think it's the most realistic way... how could you continue the
game if the zone disappears?
First of all, the story is open ended, because we added a lot of level changers,
so you can go back from Stancia to Pripyat and sell your goods, and do what you
like. We added a lot of cars too, and the cut out monsters. We included a
blowout mod and a co-op function. I think thats all for now.
Important!!! If you enter the last portal the zone will disappear, so you can't
continue your game. I think it's the most realistic way... how could you continue the
game if the zone disappears?
Poslednja izmena od urednika: