This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Maintenance release. New game required unless migrating from SRP v1.0.7 or above.
Changelog vis-à-vis v1.1.0:
+ Fixed the issue where 'clear the road' tasks would sometimes get haphazardly cancelled or fail to be assigned when intended.
+ Fixed the issue where NPCs would sometimes offer 'capture' tasks targeting smart terrains that are already under attack.
+ Fixed the issue where the robbery scheme would remain active even for camps that the player has been tasked with assaulting or defending.
+ Fixed the issue where the reward money for Yar's 'Bring the component to the technician' task would have to be collected from Ganja despite the mission debriefing implying an immediate reward.
+ Fixed the issue where the stalker squad overlooking the Vehicle Station in the Cordon would be blocked from raiding it with the player in exchange for payment until Valerian has tasked the player with assaulting it (new game required for effect).
+ Prevented the Freedom squads that assault the Factory Lobby with the player from becoming unresponsive in some circumstances.
+ Prevented Kostyan's squad at the Military Warehouses becoming unresponsive after the assault on the military base.
+ Fixed Chekhov's invitation to join Freedom being initiated mid-sentence upon the player's first arrival in the Dark Valley after flooding the Agroprom Underground.
+ Restored some dialog options with Lingov which seem to have been unintentionally made inaccessible in his dialog tree during the game's development.
+ Fixed the issue where the 'Crate with the backpack' stash in the Red Forest would be populated twice with the optional 'Prefilled Stashes' feature if the player coerces the surviving ambush stalker to reveal its location.
~ Made the description of 'capture' tasks available via dialog indicate the name of the faction that controls the prospective target camp.
~ Made it possible to take 'capture' tasks via dialog even from camps with a population of only one squad if the camp in question is not a faction expansion target for its owner.
- Removed some redundant files from the optional SweetFX feature.
The full version history, as well as installation instructions, can be found inside the download archive.
Thanks Decane! Keep CS alive!
Best Zone atmophere/feeling ever!
You know what? Now that you mention it, you are totally right! That atmosphere/feeling is deep!
Thank you :)
Much appreciation for continuing to work on this! SRP is vital to Clear Sky
Thank YOU!
AWESOME !
First; Thank you for the update
Now the stupid question :) Can I just drag this into the folder with v1.1.0 and let it overwrite that version with all of the other mods of yours and what about Re-Animation Project2 - do I need to reinstall it.
Thank you again and have a good day :)
It's generally safest to delete or rename your old gamedata folder and install the new version (and any optionals / add-ons / other mods) from scratch.
I think I ran into a problem here. I have a squad of loners who seem to be stuck at the lower right side of the neutral farmstead (right outside the base). Their status on the pda is switching from "preparing" to "post-combat" every now and then and their target is the "Receiving outpost". That outpost is currently inhabited by bandits who already fended of at least 1 attack from a squad of loners. I havent entered the Dark Valley yet, but I did find Vasyan.
I've seen that happen sometimes. It's usually or always resolved by traveling to somewhere close to the squad such that they 'switch online' in the game's parlance. Try that. Or, if you can stand to wait a bit longer, I think the squad will eventually get moving on their own.
Yeah, i went through the dark valley and then back to cordon to take a look myself, and they started moving again when i got within 'online' distance. Thank you, you're doing a great job with SRP!
Thanks Decane, I will try it out :D
Thank you for making this awesome mod.
Gonna give this mod a shot.
Is there any way i can get this mod to work with Complete Mod
i know this sounds silly to ask, but does this fix the artifact respawn problem, as in do they actually respawn now? i'm sick and tired being convinced that i don't know how to install Complete Mod that ''says'' it fixed the respawn problem
p.s. **** Complete Mod.
Yes, it's fixed. With the SRP, an artifact respawns after 4 real hours have elapsed in-game from the moment you picked it up. The replacement artifact may not be the same one you picked up, though.
Thanks, and thats great to now. time to dust of the old cd :D
Hello I'm using this with GOG, is it possible to install if the game is installed that way?
Yes.
Does this mod work with Atmosfear and Absolute Nature/Textures? Do I overwrite or merge?
Install the SRP last and you will be fine whichever way. Even if the cosmetic mods happen to share a file or few in common with the SRP, you will be OK if you give precedence to the SRP file(s), i.e. overwrite the conflicting AF/AN file(s) with the SRP equivalent(s).
Update: Actually, there might be one exception: gamedata\configs\game_maps_single.ltx. If AtmosFear comes with that file, copy it over the SRP equivalent or merge the two.