ABR CS COP


ABR CS MOD is audio\video\gameplay first person shooter-orientiered overhaul modification keeping vanilla story quests. Gameplay is changed to shape CS more like a first person shooter as it should be. Tedious running around is reduced to a minimum. Besides of Clear Sky mods, a lot of stuff is ported from ABR COP MOD.

Disclamer:

This mod provided to community totally free as it is. The authors are not responsible if this mod does not meet your personal expectations. This mod will not be taken apart or changed until authors will decided it should be.

If you unpack the mod and make your own tweaks, you will not receive any support, we will not fix your bugs, if you want to mod this mod, mod it yourself alone.

ABR CS MOD 1.0



Features

Gameplay

•Finishable Faction War for Stalkers, Duty or Freedom.
•No Renegades, Bandits (you can't join them anymore), mutants and Military respawn.
•No stashes, except for the reward and quest ones.
•No bullet sponges anymore.
•You can run through water.
•Invisible bloodsuckers now are mortal by PYP.
•Reload looted weapons for the ammo on Ultraviolence difficulty.
•Infinite weight, stamina still decreases while running, no weight artifacts.
•Weapons are much more accurate like in S.T.A.L.K.E.R.: COP.
•Upgrades are much cheaper for low\mid tier weapons and outfits.
•Every mechanic upgrades everything, no flesh drives needed.
•All addons can be attached to weapons without upgrades.
•Rifles have dynamic zoom upgrade for integrated optics.
•33 new weapons, 6 ammo types and 3 scopes are added.
•Two outfit upgrade paths: (anomalous + artefact slots) and (bulletproof + stamina).
•Light\Middle\Heavy outfits have Green\Blue\Grey nightvision from the start.
•Light\Middle\Heavy outfits have same specs, buy the looks.
•Several outfit skins were added, you start game with Scar's coat.
•Added sellable mutant parts.
•Immediate rewards for side quests.
•First weapon slot is for pistols, shotguns, SMGs and grenade launchers.
•Second weapon slot is for assault\sniper rifles and machine guns.
•Updated engine by PYP.

Audio

•Cinematic weapon sounds
•Expanded vanilla soundtrack

Graphics

•Weather from ABR COP MOD.
•Updated nature and textures.
•Additional lore-like NPCs skins.


Authors:

ABR - mods merging, audio\video\gameplay conception, tester
PYP - weapon modelling and animation tweaks, engine tweaks, scripts, tester
SAM - gameplay conception advisor, tester


Used mods:

•SRP v1.1.3rc3 by Decane1
•STCOP 2.8\3.2\3.3 by Ga2z & M0rtan and many others
•Arsenal Overhaul 3.1 by E.Nigma42 and many others
•PGO7V scope model by Paul Yakushev, textures by Gunslinger mod
•HK G36 model by Mr. Brightside, Noodum, textures Domcha
•Absolute Structures by Cromm Cruac
•Absolute Nature 2 by Cromm Cruac (ABR tweaks)
•Atmosfear 3 by Cromm Cruac (Tweaked version from ABR MOD 2.0)
•Variation Mod 1.41 by Darkenneko (ABR CS MOD Version)
•Visuals CS Patch v1.2 by Mortation, Antnigm (Scar in coat model, CS jacket texture)
•Better nightvision for COC by TGP96 (ABR version)
•Phobos: Artefacts Reloaded Mod (PHARM) by FantomICW (ABR tweaks)
•Bloody Mess Mod v1.1 by Detroit_Vigilanty
•Anomaly Sound Replacement by Sclera
•Upscaled PDA Maps by zhork9
•Shocker HQ geometry by Shoker team (Ported by PYP)
•SWTC COP (few sun presets) by Vincent Vega
•CS Ambient Audio Overhaul by imperialreign
•Run Through Water by Teh Glitch
•Cut X-Ray mod pack 1 by SkyLoader (Ported by PYP)


Engine tweaks ported by PYP from:

CoC-Xray Team , OpenXRay Team , xrOxygen Team, OGSR Team & Their Contributors - consisting of, but not limited to: Abramcumner, alpet, Alundaio/revolucas, andrew-boyarshin, Avoitishin, awdavies, AxelDominatoR, CasualDev242, Charsi82, CrossVR, ForserX, FreeZoneMods, Giperion, Gunslinger/gunslingermod, intorr, invokr, Kaffeine, KD, KRodinn, Kolmogor, LtPetrov, Mortan, mrmnwar, Nitrocaster, RainbowZerg, RayTwitty, Rietmon, Roman-n, RvP, Shoker/ShokerStlk, Sin!, SkyLoader, Swartz, tamlin-mike, Tron, vamit611, qweasdd136963, Xottab-DUTY, xWolfx, Полтергейст(Poltergeist), Dx74rghs

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RSS Articles

ABR MOD READ ME


ABR CS MOD 1.0


Disclamer:

This mod provided to community totally free as it is. The authors are not responsible if this mod does not meet your personal expectations. This mod will not be taken apart or changed until authors will decided it should be.

If you unpack the mod and make your own tweaks, you will not receive any support, we will not fix your bugs, if you want to mod this mod, mod it yourself alone.

Preparation:

This mod is NOT COMPATIBLE with ANY other mod or file besides clean vanilla game.

01. Fresh installation of the game is needed.
02. To avoid any coflicts, delete or rename your old appdata* folder from other mods.
03. Install required components.

DirectX End-User Runtimes (June 2010)
Microsoft.com

Visual Studio 2013 (VC++ 12.0)
Learn.microsoft.com

Install both vcredist_x86.exe and vcredist_x64.exe

OpenAL
Openal.org

*If appdata is not in the game directory. Open fs_game.ltx as a txt file, first line $app_data_root$ will show the way to it. Delete or rename this folder. This is the storage of your saves, logs and user.ltx file.

Installation:

00. For Steam users: RMB click on game -> Properties -> Local files -> Browse
01. Make a backup of BIN and PATCHES folders.
02. Merge BIN and PATCHES folders of the mod with game ones.

Deinstallation:

01. Delete your BIN and PATCHES folders.
02. Restore backups of your vanilla BIN and PATCHES folders.
03. Delete mod appdata folder.

Mod addons:

01. To install mod addons, merge addon PATCHES folder with game one.
02. To remove mod addons, delete its db file from PATCHES folder.
03. If some db file were replaced with mod addon, replace it with original mod one.

Tips:

01. Make hard saves every now and then by ~save [name of the save file without brackets]
02. DX9 (recommended) is recommended for max settings and best experience. NO DISCUSSIONS.
03. For more graphical options use "more expert options" addon.
04. To turn off weapon inertion: ~ g_use_aim_inertion 0 - off, 1 - on.
05. If the crash is not repeatable, this is not a crash.
06. First weapon slot is for pistols, shotguns, SMGs and grenade launchers.
07. Second weapon slot is for rifles and machine guns.

Hidden controls:

"Shift" to take everything from the box or a backpack.
Hold "Ctrl" to move all stacked items.

Possible bugs:

01. If picture is overbrighten and without shadows, click "Fix Lighting" in the main menu.
02. If you can't change resolution after you already selected one, go to user.ltx and change vid_mode ----x---- to your height and width resolution. Open fs_game.ltx as a txt file, the first line will show where is user data folder. Open user.ltx as a txt file.
03. If you have random logless crash, just load the last save.
04. A crash might happen when killing bandits from the vehicle graveyard camp on the garbage.
05. If you have controller mutant sound bug on loading the game, just restart the
game.
06. Changing location when it's raining will make rain soundless until it starts again.
07. Freedom bugs:
07.1. NPCs block the door to their leader - re-enter Dark Valley location.
07.2. Freedom NPCs don't attack mercenaries, don't mind them and do the quest.
07.3. NPC on the base don't talk to take the returned item - re-enter Dark Valley location.
07.4. Stay on the Duty base third floor before NPC squad arrive to capture it properly.
NPCs can stuck on their way to the Duty base third floor, you can try to talk to them.
08. On the Agroprom kill all the snorks before going into the hole to the Agroprom underground.
09. Exe file is modified, so antivirus might check it.

How to get a crash log:

01. Open fs_game.ltx as a txt file, first line $app_data_root$ will show the way to it.
02. Open logs folder, open the log.ltx as a txt file, scroll to the bottom.
03. Copy everything after FATAL ERROR in the end of the file.
Alternative: Press Ctrl+V right after the crash to paste the needed log part in text field.

Mod addons:

01. Language text forced switchers to change lang independently from your game localization
02. Low spec options include
02.1 [experimental] longer weather distance (only for minimal settings and DX8)
02.2 twice smaller weapon textures (spares 500mb) (best for minimal settings)
03. Bigger inventory cells
04. Green scope reticles
05. Head bobbing
06. More expert options
07. No sidequests from random npcs (bring item or capture the spot missions)

ABR CS MOD - Additional weapons

ABR CS MOD - Additional weapons

News 16 comments

Most of ABR MOD 2.0 weapons is in ABR CS MOD now, plus some info.

ABR CS MOD - Features and Screenshots

ABR CS MOD - Features and Screenshots

News 12 comments

Features list and screenshots for upcoming ABR CS MOD.

ABR CS MOD - Announcement

ABR CS MOD - Announcement

News

ABD CS MOD is coming, new overhaul mod for Stalker Clear Sky, from creators of ABR MOD 2.0 for Stalker Call of Pripyat.

RSS Files
ABR CS MOD 1.0.2

ABR CS MOD 1.0.2

Full Version 96 comments

ABR CS MOD is audio\video\gameplay first person shooter-orientiered overhaul modification keeping vanilla story quests with finishable Faction War.

Post comment Comments  (0 - 10 of 339)
vonDodenburg
vonDodenburg - - 6 comments

great modification! but i have a problem: no enemies. I kill the bandits and there are no more enemies. is there an option to spawn more enemies?
sorry for my english.

Reply Good karma Bad karma+1 vote
alanberserkrose Creator
alanberserkrose - - 1,192 comments

I plan to cut out faction war and make mutant re-spawn on the next big update, since you can't have finishable faction war with mutant respawn. This version of the mod is about finishable faction war.

Reply Good karma+1 vote
alanberserkrose Creator
alanberserkrose - - 1,192 comments

Nope. You clear location and go to another one until game ends.

Reply Good karma+1 vote
vonDodenburg
vonDodenburg - - 6 comments

this in itself is still perfect, I was just wondering if more enemy squads could randomly appear on the map?
after we capture the enemy base, a few squads would respawn in one or more places on the edge of the current map to try to retake it.
and whether there can be 1-2 squads from each faction on each track. such as oblivion lost.
this is just a tip. to be a surprise, to make the game varied.these are just ideas and tips that I think will make the game more enjoyable and meaningful. My personal opinion.
but something else came to my mind: do you know the call of pripyat smrter mod?
random, hidden unmarked hidden stashes are very good. I think it would be good as well

Reply Good karma Bad karma+1 vote
alanberserkrose Creator
alanberserkrose - - 1,192 comments

You just described vanilla spawn system with infinite respawns. With infinite annoyance of "MERC, WE NEED YOUR HELP". Surprises are in ABR COP. Since there is the base in the game for it. You never know how mutants will pack up and run at you. The thing you described is about scripting. I am not a scripter, and even if it was scripted it would be preconditioned this or that. Stalkers are not roaming locations. They just run by script on their points ater story quests and that's it. Before they bothered by mutants which were running to stalker points on spawn. CS almost has no any a-life or random things in spawns. It is scripted to death just to make this faction war work. And the only way to make it finishable was to make the mod like it is now.

Stashes are one the worst things this game series ever had which kill survival aspect. Prefilled ones in Pripyat destroy optimization and location stutters more plus zero economy balance. Random coordinates of vanilla SOC and CS stashes make games a tedious fathers of Death Stranding for running back and forth to carry trash, same goes to looted weapons with limited weight. All this "oh I have a tough choice what to take" ends up with collecting everything in nearby box and circling to trader.

It can look that I do not like CS. That is not, I still think CS is miles ahead of SOC. CS is a game which suffered zero love from devs and faction war ruined the game world, since all script base is revolving around it. This is why I'll try to cut it out. But there definetely will not be stashes. Stashes are meh.

Reply Good karma+1 vote
alanberserkrose Creator
alanberserkrose - - 1,192 comments

Yo, people. The mod probably will not launch on gen11+ CPUs (on laptops for sure). If you wanna launch it you'll have to turn off integrated graphics, is it worth it? Decide yourself. We can't do anything about it.

Reply Good karma+2 votes
Guest
Guest - - 690,271 comments

great mod 10/10

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alanberserkrose Creator
alanberserkrose - - 1,192 comments

thanks

Reply Good karma+2 votes
B__Tier
B__Tier - - 5 comments

I get a weird bug every once in a while where I am losing health slowly even though I have no artifacts equipped, I am not bleeding, and I am not irradiated. Not sure if its a quicksave issue or maybe I am irradiated just a tiny bit thats not going away? Its supposed to go down over time right?

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alanberserkrose Creator
alanberserkrose - - 1,192 comments

Probably radiation, use antirad or vodka. It is not going away. I need to check it for new version, may be radiation level is hid under the radiation arrow or this is another CS bug.

Reply Good karma+2 votes
B__Tier
B__Tier - - 5 comments

I went back a few saves and it was fine and had it happen again it was radiation at that point so it probably was before too even though I thought I drank vodka but not sure if I remember. Also it seems to override my controls everytime I start the game again, any way I can force it to keep them? Bc I'm assuming I can't put in a actor.ltx in gamedata as that would override some of your stuff. Oh and one good thing I can say is supported is the 4k fonts mod.

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PYP Creator
PYP - - 436 comments

your edits to controls should be saving.
run the game as admin and when you're done editing controls, use cfg_save in the console.
you shouldnt have to, but you can even manually edit your user.ltx then start the game.

Reply Good karma+2 votes
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