The full standalone mod updated to 1.12. New game is required if updating from 1.11 or earlier.
The full standalone mod updated to 1.12. Please direct any questions or bug reports to the R3 discord server and read the included README file for additional information.
NEW GAME IS REQUIRED IF UPDATING FROM 1.11. OR EARLIER.
Patch 1.12 Changelog
New Features
- Completely replaced the weapon arsenal with BaS + selected weapons from Gunslinger and others.
- Replaced the weather with CGIM 2 with dynamic weather managment.
- Added new a-life and respawn managment system from DSH.
- Added visible 1st person body.
- Added shader-based 2D scopes.
- Added Screen Space Shaders (SSR are resource intensive, can be toggled under "Wet surfaces" and "Pond reflections").
- Added support for laser sights and alternate aim positions.
- Implemented night vision scopes (regular NV can no longer be used while aiming through a scope).
- Added a weapon inspect keybind (not all weapons have an animation available).
- Added gunshot sound layering (different sounds for different distance ranges, JSRS style).
- Added grenade and bolt model/animations from Gunslinger.
- Replaced particle effects with HollywoodFX v3.1 (MinimalFX version - not too over the top + performance friendly).
- Difficulty is now split into gameplay and economy difficulty (as in Anomaly), factors can be tweaked in gamedata\config\tuning\difficulty.ltx.
- Added various new gameplay options to the menu.
- Added around 100 new random messages from anonymous stalkers.
- Replaced the included ReShade preset with a tweaked version of AtmosFILM.
- Added knife and detector animation tweaks from Damien's Animation Compedium.
- Updated OGSR Engine to 2.1.407.
- Replaced the foliage with Aydins Grass Tweaks.
- Added NPC anomaly evasion.
- Add the "Mysterious sniper" quest from RMA (Mole was moved away from the tower to not interfere with the quest).
- Replaced some interface, monster, footstep etc. sounds with sounds from Dark Signal.
- New animations for the PDA by ky-ky123.
- New animations for NV/torch toggle (by Celestrilia) and gasmask swipe (credits to OGSR mod for the scripts).
- Replaced some item use animations and added special exoskeleton use animations from Gunslinger.
- Added the ability for NPCs to attach weapon attachments if they have any (ogsr_addons_npc).
- NPCs with masks will no longer eat, drink or play a harmonica through them (ogse_kamp_eating).
- Added the option to auto-unload picked up weapons (ogsr_ammo_discharge), can be turned on in the game settings.
Balance Changes
- Reduced the maximum number of companions from 3 to 2.
- Player can no longer take items from a companion for free.
- Player can now dismiss companions right after hiring them.
- Reduced Echo detector price.
- The chance for an exo outfit drop is now 5%, for novice outfits 15% and for the rest it is 10% (previous was 15% for all).
- Some mutant health rebalancing and redistribution.
- Increased chances for items such as artifact detectors and repair kits to drop on corpses (previously they basically never spawned).
- Reduced spoiled food drop chances on corpses.
- The geiger counter/anomaly detector can now spawn on corpses.
- Reduced the price of sharpening stones.
- Increased knife condition decrease rate.
- Increased the probability of discovering stash coordinates.
- Overhauled random stash contents.
- Buffed slug and dart shell damage.
- Decreased rat attack damage to a minimum.
- Added extra damage resistance to certain quest NPCs that used to die too quickly.
Fixes
- Fixed weapon models clipping with the near clip plane.
- Allowed generic NPCs to sell artifacts (fixes Thompson not selling the Goldfish).
- Set fixed HUD FOV for the 3D PDA.
- Fixed the CNPP map.
- Military will no longer attack the Cordon novice camp + other similar fixes.
- Replaced the item use animation script. Should fix unbound key issues.
- Added scope texture system from Anomaly. Scope textures will no longer get stretched at different aspect ratios.
- Fixed companion mapspot hint text.
- Replaced the random stash system, fixing a couple quirks with the old one.
- Replaced the buggy scripted bloodsucker vampire attack with full CoP bloodsucker behavior.
- Fixed a couple fetch quests requiring you to find non-existing items.
- Sakharov no longer gives only a single antirad and money as a reward for nearly every quest.
- Night vision info is now correctly shown in outfit descriptions.
- Removed the (broken) option to let Screw open the merc container for you.
- Hunters can no longer get zombified from a blowout.
- Fixed campfires being permanently unlit.
Misc Changes
- You now get a message informing you about getting cured from the Chernobyl plague.
- Some arm model replacements.
- Removed artifact containers, radioactive artifacts can now be held without taking radiation.
- Removed stash notes.
- Reduced the price of binoculars and added them to traders.
- Slightly reworked the weapon description popup to be able to show the large amount of compatible BaS sights without overflow.
- Added "Against The Ionized Odds" by Firelake to Sid's radio playlist and removed all earrape music from it.
- Updated the script adjusting NPC vision during the night (ogse_night).
- Decreased minimal NPC population for Bar.
- Removed the cat spawn at the entrance to Garbage.
- Removed the second controller spawn in Agroprom underground.
- Disabled missing footstep animation warning spam in the console.
- Removed voicelines played when player approaches a wounded stalker with a gun out.
- Knife now gets automatically taken out for harvesting mutant parts if it is in slot + the animation is faster.
- Added mapspots for Hunters.
- Removed the half-broken dynamic campfire system, campfires are now always lit. New system might get added in the future.
- The intensity of recoil effects now depends on if shooting from the hip or aiming.
- The Cordon blockpost commander is now hostile and can be killed without consequences.
- Replaced the harmonica songs played by NPCs with higher quality ones.
- Swapped flashlight controls (press for toggle, hold for mode change).
- Removed most scripted rat spawns.
- The pseudogiant in X-18 now spawns as in vanilla.
- Removed burer spawn at the freedom base.
- Highlighted stash info in Seeker story entries.
- Added new RP3 design.
Screenshots
Thank you seaz. I am really enjoying this update and it feels very polished :)
Cheers, glad you like it!
Nice, just in time for Christmas. And thanks for including vanilla NPC models as an optional extra. I always thought Stalker didn't look right with the HD models.
great update :) also, i noticed the quest where you have to go back to agroprom to kill the bandit camp seemed to be bugged on 1.11, might that have been fixed up in this version? if not just wanted 2 give ya a heads up
As soon as I finish all the translations I have in hand, I will try to update the Spanish translation of this Mod and I will take the opportunity to review the campaign.
Hi please would you consider adding another download method because curent one is extreamly slow for me and always fails after hours. i have in mind some G drive or mega etc. Thank you
I added a link to the GDrive mirror into the description.
Thank you very much 👍🤌👌
Hello, would the Russian translation for 1.11 work with 1.12?
No, 1.12 has its own updated translation included in the main download in the "OPTIONAL" folder.
that's amazing man, thank you so much
Well, I got it to extract using 7-Zip, on second try... I first had 7-Zip 'test' the file, which reported everything fine, then had it extract to my target folder, but this time instead of using drag-and-drop as I usually do, I used the program's Extract function, and that succeeded...
original post:
Wow... is anyone else having trouble extracting the main zip file
Radiophobia-3-Version-1.1.2.zip
???
I'm using Windows 10 Pro, I have 19GB out of 32GB RAM free, and *tons* of free disk space on my two Gen4 SSD drives, but *none* of my archiving programs can handle it...
IZArc 4.5 gives error messages on about half of the files, "unsupported compression method", and only extracted 880MB out of the 14GB file...
7-Zip was working away, but after 10 minutes it had only extracted about 500MB, and it estimated it had another 17 *hours* to go!!!
The Windows zip handler in Explorer, just failed with an error about a .GRAPH file, and would not proceed further...
I've never had this issue before... but then, I've never tried to handle a 14GB archive file, either...
I REALLY am hoping that this mod doesn't have MISERY-like healing for medkits (in that you literally need to take a "nap" of sorts when using a medkit in said MISERY mod, no ********, which is REALLY unwise when battling mutant(s) that like to maul you to death, Bloodsuckers especially for instance) since that'd be a MAJOR turn-off for me towards delving into this mod. Short anims of the medkits is fine, but a small "nap" like in the MISERY mod would, again, be a MAJOR turn-off for me. ><
So can someone let me know if the medkit healing system in Radiophobia is just as irritating? Since I would greatly appreciate an honest answer. Again, short anims such as applying the medkit in a fashion similar to how it's down in "Metro/Metro: Last Light" is perfectly fine to me, just not that VERY IRRITATING little "nap" that the MISERY mod forces one to go through whenever using a medkit. DX
The medkits definitely take a while to heal - about 20 or 30 seconds; not of use when in battle. I had a battle early on, that I definitely was not prepared to survive; bloodsucker plus 2 or 3 pseudodogs... the only way I was able to survive, was cheating by turning on God mode temporarily during that battle. I hate using cheats, but there was no other way I was going to get through that battle!
Damnit... It's as I feared then. DX
Thanks a ton for letting me know, guess i'll skip this mod then since that's WAAAAY too inconvenient obviously.
Medkits take something around 18s total to heal fully as they are more meant for use after combat etc. You can still use stimpacks to heal quickly.
I was wondering how I could make a hud mod from Anomaly work with this? Trying to get the Stalker 2 hud mod by Mikeo422 working.
Cant get the game to even open, I get an openAl32.dll error message, not firmiliar with that, I can play anomaly, ano gamma, the original 3 games, no problems. anyone know???
this mod works on alow end pc? I have a pc with a bottle neck really strong and I have to play is low graph settings, I dont mind but I dont know if I could run this mod
NPC Max at Army Warehouses, game crashes by as soon as i try talking to him.