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

Report RSS ABR CS MOD - Features and Screenshots

Features list and screenshots for upcoming ABR CS MOD.

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Hi there, stalkers.

Clear Sky is the most controversial part of the S.T.A.L.K.E.R. game series. Some loves Clear Sky, while some definitely do not. After revisiting it after a long vacation from stalker games and becoming kinda modder, Clear Sky appeared to me not so cool, as it was back then. And I made it subjectively more comfortable for myself, it has heavy gameplay changes and despite other mods trying to make it more a survival game, ABR CS MOD aims to make it a more solid shooter (as it was intended?).

ABR CS MOD

ABR CS MOD makes the game less cluttered with artificial gameplay extension and more action orientiered (yes, even more action orientiered Clear Sky). That's why the mod is defined as FPS overhaul.

ABR CS MOD

I really planned ABR CS MOD be as vanilla as possible, but when I started Clear Sky, I found that gameplay is a bit fatiguing. That's the feature list of the mod as it is now.

Features:

  • Infinite weight, stamina still decreases while running, no weight artifacts
  • No stashes, except for the reward and quest ones
  • You can't join bandits, they are default enemies
  • Every mechanic upgrades everything, no flesh drives needed
  • Trader tiers are rebalanced
  • Light Duty\Freedom\CS\Stalker outfits are the same, buy looks, not the better specs
  • Berill, heavy Freedom and CS outfits are the same, buy looks, not the better specs
  • Exo, Freedom Exo, Bulat, Duty Armour outfits are the same, buy looks, not the better specs
  • Bulat\Duty Armour and Exos have their own strong sides, you can run in Exo
  • No bullet sponges, you have to clear locations to win the faction war
  • Weapons are accurate, upgrades are cheaper
  • Weapon and outfit upgrades have severe changes
  • Some UI textures are upscaled, some UI icons tweaked
  • Updated engine provided by PYP
  • Dynamic zoom upgrades for integrated optics
  • Detector scope upgrade for F2000
  • Weather files from ABR MOD 2.0 based on AF3
  • Expanded soundtrack and ambient audio overhaul
  • Artefact hunting is useful now, prices are higher, outfit artefact slots are balanced
  • Faction war messages are only the text now, to prevent non-stop chatter
  • Sleeping bag from SRP optionals gives free 12 hours of sleep anytime
  • No annoying emission on backtracking, it's just off (SRP's feature)
  • SRP's less grenade spam optional is implemented
  • Updated weapons from ABR MOD 2.0 (mostly STCOP)
  • Vanilla friendly variation mod from ABR MOD 2.0 (mostly Variation Mod)
  • All mutant textures were darkened to eliminate DX8 pseudo lighting
  • Inventory icons have been remade
  • New unique stuff added: Scar's Coat, HK UMP45, Saiga-12, M79
  • Sellable mutant parts added
  • Dozens of small tweaks
  • Upscaled PDA maps

ABR CS MOD

Question: Why can't I join bandits?

Answer: It was made because of 2 main things. The 1st one is that everything in game makes you to start a war against them: stalker quests, unavoidable garbage robberies. The 2nd thing is a faction war system, bandits respawn blocked Duty\Freedom faction war progress a lot. Now, you can eliminate bandits and renegades for good and they are never respawned.

ABR CS MOD

Question: Why there are no stashes?

Answer: Also two reasons. Because I don't like its backtracking system and game has enough of loot anyway.

ABR CS MOD

Question: Infinite weight? Looks like a cheaty mod.

Answer: It's not up for cheating, it's up for rebalance. Stamina is detached from the weight, so you need to use artefacts to run longer or upgrade your outfit. Now, faction war is less tedious, since you can take all the loot and sell it on the base. Faction war gives you opportunity to make more money, but it is not necessary.

ABR CS MOD

Question: So faction war now is working?

Answer: It just flows much faster. Thanks to SRP and cut renegade and bandit respawn, the game is more fluent on swamps and other locations. I still had to wait for ally squads a bit, but it was never as long as it was in vanilla.

Initially devs made faction war unfinishable, so you just had to do the same over and over again until you get tired of that and go further to finish the story. Now with SRP and cut bandit spawns you can capture enemy base much faster.

All phrases about faction war were silenced, so now, when some mutant eats a friendly squad on garbage, while you capture the bridge to Limansk, you will not be disturbed by audio, only the silent text will be there.

Scripts in Clear Sky very different from CoP's (for me atleast), so I can't round the rough edges, as for me, I would make faction war not as a neveredning loop but a one time quest. It would be like - you join faction, catch all the points of interest, catch enemy base, the end of the quest. But devs made it cyclic on intention, probably some can break the cycle, I can't.

ABR CS MOD

Question: Is there a way I can play for the bandits.

Answer: If I could stop Duty\Freedom expansion after joining the bandits same as cutting stalker's respawn, probably. But I don't know how technically do that. So it's better for me cut one piece to make other puzzle work.

ABR CS MOD

Question: So, you cut half of the game?

Answer: Yeap, Clear Sky Lite. Nothing holds it back from being a fast pacing shooter game with some break ups for roaming and finding artefacts in anomalies. Also, wooden and metal crates are scattered around, now there is the point to keep an eye on them after all the stashes were deleted.

ABR CS MOD

Question: Weapons were very inaccurate in vanilla, how it is in the mod?

Answer: All weapons have CoP's accuracy values, so now, not upgraded guns are working, also don't forget, there are no bullet sponge enemies anymore, so shooting here will be something like in ABR MOD for CoP. Enemies die fast, same as you on hard difficulties. Also, weapon upgrades are cheaper now, so you can really upgrade a couple of guns and carry them with you.

ABR CS MOD

Question: What's up with the weather?

Answer: It is port from ABR MOD for CoP. For now, first five locations will have sunny\cloudy cycles with rare rains. That is the main part of the game, the bigger first half of it. Later, after getting closer to the center of the Zone, weather becomes foggy. Yantar, Red Forest, Military Warehouses have foggy weather like Zaton in ABR MOD for CoP had.

ABR CS MOD

Question: Will there be separate weapon slots like in CoP?

Answer: Saddly, not. I wish it would be possible technically. Though, first slot now can have pistols, shotguns, grenade launchers. It's still a bit debating, but I thinking about using AKSU-74, OTs-14 Groza and PKP in the first slot too. So you really have close\mid range weapon in one slot and assault or sniper rifle in other. Harder difficulties enforces you to snipe enemies out, while having something like PKP or Groza against the pack of mutants seems a good choice, when you have VSS or SVD in the second slot.

ABR CS MOD

Question: I'm not scared of game changes, since it's a free modification made voluntary by enthusiasts after all, when ABR CS MOD will be released?

Answer: This year for sure.

ABR CS MOD

Stay safe, good hunting, stalkers.

Post comment Comments
ihavaskitnaem
ihavaskitnaem - - 29 comments

currently playing abr mod for cop, it has been awesome. good luck in development!

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alanberserkrose Author
alanberserkrose - - 1,192 comments

Thank you.

Reply Good karma+6 votes
HelloKolla
HelloKolla - - 54 comments

When I saw 'infinite weight', I was skeptical.


Then I got PTSD flash backs to when I had to make multiple trips just to sell the loot after a faction war😵‍💫.

While it would've made more sense just to greatly increase the base weight, keep the weight artifacts and increase the amount of weight the artifacts add, this is still a VERY smart decision.

Also, the decision to put Bandits as a non-joinable faction is also a welcome change.

All in all, this mod looks fantastic. Best of luck to you and your team!

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alanberserkrose Author
alanberserkrose - - 1,192 comments

Exactly, all the game were about dragging the loot here and there. In CoP with three locations and personal boxes on the bases it felt ok. In CS it felt meh.

Now you collect all the stuff you can, sell it, buy and\or upgrade stuff and move on. And you actually can upgrade stuff, since upgrades have acceptable prices and you don't need to collect all those flash drives.

Saving the weight gameplay mechanic by raising values up would be just a crutch to reanimate it. Devs even didn't make a hunger in Clear Sky. Why weight should be there? Just artificial gameplay prolonging, I prefer quality over quantity.

Vanilla purists will hate it, but this mod never was intended for them in the first place.

Thanks, best of luck to you too.

Reply Good karma+4 votes
Saikyo765
Saikyo765 - - 67 comments

looks great. you can tell the creator work hard

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alanberserkrose Author
alanberserkrose - - 1,192 comments

Thanks

Reply Good karma+3 votes
HelloKolla
HelloKolla - - 54 comments

Question; are you making any changes to mutant and enemy spawns and/or mutant behaviour, like in ABR CoP?

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alanberserkrose Author
alanberserkrose - - 1,192 comments

Nope

Reply Good karma+3 votes
plexson
plexson - - 2 comments

do you have an idea when you will release the mod?

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alanberserkrose Author
alanberserkrose - - 1,192 comments

this year

Reply Good karma+2 votes
plexson
plexson - - 2 comments

Hope you still working on it. Having our full support.

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alanberserkrose Author
alanberserkrose - - 1,192 comments

On ABR CS? Nah, it's finished. I'm working on my final mod ABR SOC.

Reply Good karma+1 vote
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