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Thread: Some tweaks and mods for S.T.A.L.K.E.R.

  1. #1
    Join Date
    Apr 2008
    Posts
    586

    Some tweaks and mods for S.T.A.L.K.E.R.

    STALKER is one of the few games that looks to be very hostile in the beginning but emerges as an interesting one as it progresses. When it was released way back in 2007, it had many bugs and FPS drops that people were disappointed with. But still, most of them who played this game till the further levels liked it later and it became one of the unique game in itself.

    For those who still like STALKER and play it even today (like me), I would like to suggest them such tweaks and mods to enhance their experience while gaming STALKER.

    Patch 1.0004

    Download this patch 1.0004. It increases the game performance by 15-30%.


    Float32 1.078 b

    The shader mod makes the game look good and also betters the performance. This mod also works well with all other mods so the shader mod is like a boon for this game and a must have one. Download Float32 1.078 b

  2. #2
    Join Date
    Apr 2008
    Posts
    392

    The father of all mods for STALKER - AMK mod

    The AMK mod is the best one for stalker game and it beats all the other mods that are available. Everything that was considered to extremely difficult or almost impossible was pulled of in this mod. Some of the videos below give an idea of this awesome mod.

    http://www.youtube.com/watch?v=6D6LJgRRt8c
    http://www.youtube.com/watch?v=dlCrHJTPh8I
    http://www.youtube.com/watch?v=A-9_JJ9BkcY

  3. #3
    Join Date
    Apr 2008
    Posts
    395

    Additional mods

    Basix GFX-MV v.2.0

    This is one of the biggest mod in stalker, i feel


    MOD FEATURES:

    BASIX SPAWN MOD:

    This spawn-based mod is created to be compatible with GSC v.1.0004.
    Main features include completely rebuilt spawn files (Basix Spawn Mod)
    to force compatibility with GSC patch 1.0004. The mod features a rare
    combination in the same spawn file of monsters that GSC excluded from
    their final cut of the game and drivable vehicles, Its recognizable
    Weapons Expansion Mod is enhanced in this version with an automatic
    texture switch for weapons attachments. And as in the previous
    version, Environmental GFX Mod is included. Four spawn files are
    included so that the user can select among various difficulty settings
    at the start.


    WEAPONS EXPANSION MOD:

    This mod features 17 new base weapon models (not counting multiple "uniques" ). Play, say, three differently looking Abakans in the same game (no need to manually switch textures). They also have their own specs and all look different. The mod features:
    • 3 different AN-94 Abakan visuals in addition to "uniques" (a "unique" is a derivate from the base weapon model that shares its visual appearance with the base)
    • 3 AKS-74Us visuals in addition to uniques (Ghost's AKS-74U only at the 1st trader)
    • 3 Groza OC-14s visuals in addition to uniques
    • 3 AK-74 visuals in addition to uniques
    • 2 Dragunov SVD visuals in addition to uniques
    • 2 Dragunov SVU visuals
    • 2 TOZ-34 visuals
    • 2 VSS Vintorez visuals
    • 3 ZM LR-300 visuals in addition to uniques
    • 3 HK G36 visuals
    • 2 Val visuals in addition to uniques


    ADD-ONS TEXTURE AUTO-SWITCH MOD:

    Now your weapons attachments (silencers, scopes, nade launchers) automatically match the texture/color of the assault rifle you are using at the moment. This works in two possible ways: (1) say, you have several scopes in your inventory attached to several differently textured weapons -- the scopes will auto-match the texture of the weapon they are attached to, and (2) you have, say, only one scope in your inventory that fits several differently textured weapons in your inventory -- the only scope in your inventory will in this case auto-match the texture of each weapon once you activate the weapon and attach the scope to it. This feature is automatic and you don’t have to do anything ... just attach add-ons as usual.


    NPC WEAPONS REBALANCING MOD:

    NPCs in most maps have better or different weapons (say, many NPCs in Cordon will have TOZ-34s, or military at the train bridge will have some Abakans, etc).


    ENVIRONMENTAL GFX MOD:

    This has to do with reprocessed game graphics. I started with some 1,400 graphics and (to keep it to a reasonable download size) eventually reduced it to about 960. In a way, this is a very similar concept to the exceptionally excellent save's Nuclear Snow mod, except that instead of monochromatics used to obscure and give a certain mood to the game I did the opposite and pulled the "bleached/washed out" colors out and let them stand on their own in creating a sense of messy, deteriorated yet richly colorful environment. Weight/size of the reprocessed graphics is same as before so no extra processing power needed. Topped it with the excellent sky textures from STALKER Skies by Cambragol.


    HARD MOD:

    This mod has been created for those who prefer a higher difficulty level of gameplay (if you prefer an easier gameplay check the Start Switch Mod below or try some other mods. Difficulty features:
    • Start: at the start you’ll need to find firearms on your own. You go to Wolf and he hands you a knife only -- TIP: there is a handgun in the trailer near that injured guy

    • Restoring health and food: eating helps your hunger but it does not heal bullet wounds

    • Restoring health and bandages: bandages stop bleeding but do not heal

    • Restoring health and medical kits: medkits (except the anti-rad) are slightly less effective. If you are just about to die use 2

    • NPCs: inside buildings, they are harder to spot if they are stationary since they kinda blend with this modified environment

    • Conditions: foggy conditions are more frequent. Fog can present a significant obstacle. It's set at approximately 50 yards/meters visibility. Cloudy, rainy, foggy nights are not the best time to engage in new adventures. During the day is better and at least you can see silhouettes in the distance. If you accepted quests, sometimes you’ll have to go out no matter what conditions are since there is a very short time set on quests

    • Prices of weapons: very high prices ... when buying. Selling them to traders will get you next to nothing . Ammo prices 50% higher with the usual sell to traders percentage. TIP: selling ammo and artifacts (instead of weapons) to traders could turn out to be more profitable for you

    • Carrying weight: back to the game default of 50 with the max of 75 -- be more selective and create your stashes at different points in the game/maps

    • Dominance weapons: these specially tweaked weapons (such as AN-94 Zonemaster, Groza OC-14 Specialist Edition, Fang's AKS-74U, etc.) are not available at traders. They are not even given to you (as in other Basix mods for 1.0003). You'll have to make some choices along the way -- for example, you can attack the Freedom Base and kill Lukash in order to get the "Zonemaster", because he has it. And even when you get your hands on that gun it's not certain in what condition the gun is. TIPS: AN-94 "Zonemaster" is carried by Lukash (Freedom commander); Groza OC-14 Specialist is carried by Gen. Voronin (Duty commander) and sometimes also by Petrenko (Duty trader); Fang's AKS-74U is carried by Bes (at the Garbage), and the usual AKS-74U Tactical is with Fox and maybe one at Seriy); Strelok's SVD is somewhere in the Red Forest area, etc. Some of these weapons (notably, Zonemaster, Groza SE) could also be found in secret stashes (when the gameplay conditions are met and, of course, if you are in the business of searching stashes)

    • Quests time limits: if you are counting on collecting some rewards for accomplished quests and tasks, you better be moving quickly (or try using vehicles). 12 hours!


    Yep, it seems everything's going against you, STALKER. If you are screaming inside: "This is a way too hard ... ", then read below:

    START SWITCH MOD:

    This is in case that this mod is too hard for you, but you still want to play it. I modified 4 spawn files to make this mod capable of 3 alternative beginnings (besides the default) that will give you significantly better chances at the start (you'll have to start a new game if you switch since it's only in the beginning of the game that the change is possible). No matter which start you select the rest of the game is same. The default setting is the hardest setting to start with:


    Default Start Setting:

    At the spawn time you receive: binoculars, torch, simple anomaly detector, standard Novice Jacket and you receive your knife from Wolf -- you need to find weapons on your own and a quality higher protection suit is a bit of the problem to find (apparently that Bandit’s Jacket near the bridge is also damaged)


    How to switch:

    Alternative Start 1:
    1. Go to: gamedata folder
    2. Rename the folder "spawns" to "spawns-default"
    3. Rename the folder "spawns-alt-1-stalker" to "spawns"

      This will give you:
      binoculars, torch, simple anomaly detector, standard Stalker Suit, Fang’s AKS-74U with ammo, and Fort with ammo; you’ll receive your knife from Wolf
    4. Start a new game


    Alternative Start 2:
    1. Go to: gamedata folder
    2. Rename the folder "spawns" to "spawns-default"
    3. Rename the folder "spawns-alt-2-hunter" to "spawns"

      This will give you:
      binoculars, torch, simple anomaly detector, Hunter’s Suit, TOZ-34 with ammo, and Fort with ammo; you’ll receive your knife from Wolf
    4. Start a new game


    Alternative Start 3 (the easiest start):
    1. Go to: gamedata folder
    2. Rename the folder "spawns" to "spawns-default"
    3. Rename the folder "spawns-alt-3-easy" to "spawns"
    4. This will give you:
    5. binoculars, torch, simple anomaly detector, Hunter’s Suit, Groza OC-14 Specialist Edition with ammo, and Beretta with ammo; you’ll receive your knife from Wolf
    6. Start a new game

    Obviously, this switch makes the mod play easier at least in the beginning and most likely will have some influence on the rest of your game. The rest of the mod is unchanged.


    TAKE WEAPONS INSIDE MOD ( “kill 'em all but 3”):

    A silly lil mod that lets you take your weapons inside the “no weapons” areas. In a practical sense that’s mostly Bar … so if Snitch is really getting on your nerves one day you may just snap and decide that he’s too annoying to live … lol. If you decide to use it, use it when your relationship with Duty is already messed up and you don’t have much to lose by “clearing” annoyances in the Bar. IMPORTANT: DO NOT KILL Sidorovich, Sakharov, and Barkeep! Sidorovich (the first trader), Barkeep, and Sakharov (Yantar Mobile Lab) are protected and important NPCs (and only these 3). They are the relaying points for the game story and if they are killed the game will either immediately crash or if you edit their immunities it will crash at the point their input is required by the story. Everybody else tho is a fair game. Good hunting, STALKER!


    SKINFLINT MOD:

    You can sell unlimited amounts to the Freedom Base Trader (GSC default limit was set at 5,000 RU)


    OTHER FEATURES:

    All weapons and armor are non-degradable. All weapons, armor, etc. skins made either by myself or are game defaults except as credited below. Integrates some of my previous mods and weapons/armor skins (Strelok's SVD, Fang's AKS-74Us, Ghost's AKS-74U) in a slightly adjusted form.

  4. #4
    Join Date
    Apr 2008
    Posts
    392

    S.T.A.L.K.E.R. Free Play Story mod

    In this, some minor add-ons have been included in the original STALKER game.

    A lot of level chargers have been added so that you can go back from Stancia to Pripyat and sell your goods, and do what you like. Many different cars and cut out monsters have also been added.

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