Arsenal Overhaul - Clear Sky is a full weapons conversion for S.T.A.L.K.E.R Clear Sky using SRP 1.0.4 as a base. It features 80 weapons with 28 new ammunition types including replacement of all stock weapon models with high quality versions. All new weapons sounds, 4 new suits, more variation in stalkers, new uniform patterns for Duty, Freedom and the Mercenaries and an improved economy. I take no credit for any of the models, animations or textures used in the mod.

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  • Hotfix #1: Mediafire.com

  • Fixes the "Insufficient smart_terrain jobs gar_smart_terrain_6_6" error

1.2 features list:

  • Sky Reclamation Project 1.0.4 (unofficial patch)
  • All vanilla weapon models replaced with high quality versions
  • All new weapon sounds
  • 85 weapons
  • 30 new ammunition types
  • Caliber specific suppressors
  • Supersonic bullet cracks
  • Ammo types and attachments list added to each weapon description
  • Increased grenade launcher blast radius and fragmentation
  • Increased F1 grenade blast radius and fragmentation to 15 meters
  • Increased RGD-5 grenade blast radius and fragmentation to 6 meters
  • New minimalistic HUD
  • Repair kits
  • Freeplay
  • Respawn fix - when a faction base is captured, enemies will not respawn
  • Ruble notes can be bought from Ashot to stash your cash away
  • Lowered M4A1, Groza, PKM & AN-94 models
  • Realistic damage to npc's, a shot to the head or neck is a kill, 1-2 hits to the chest kills
  • Restored pistol iron sights
  • CoP Variation Mod
  • Right side ejecting shells for all weapons
  • Better gear in stashes
  • Reworked recoil to eliminate negative recoil
  • Grenades completely removed from Monolith and Bandit loadouts
  • Sleeping bag
  • 4 new suits
  • Rebalanced economy, traders pay more the further you get in The Zone
  • Surplus and civilian rifles to start with in the swamps
  • New scope overlays
  • All npc's rearmed with new weapons and ammunition
  • Duty and Freedom propaganda replaced with music
  • Duty, Freedom and Mercenaries sell stashes with high value weapons and ammo
  • Optional loadouts for Renegades
Arsenal Overhaul - Clear Sky 1.1 - Released

Arsenal Overhaul - Clear Sky 1.1 - Released

News 22 comments

Arsenal Overhaul - Clear Sky 1.1 will be released May 29th. It will feature 80 weapons with 28 new ammunition types including replacement of all previous...

Arsenal Overhaul - Clear Sky 1.1 in Development

Arsenal Overhaul - Clear Sky 1.1 in Development

News 7 comments

Arsenal Overhaul - Clear Sky 1.1 is now in development. It will feature 80 new weapons with all new weapon models. All new weapon sounds, 25 new types...

Arsenal Overhaul - Clear Sky 1.0 - May 30th 2pm EST

Arsenal Overhaul - Clear Sky 1.0 - May 30th 2pm EST

News 8 comments

Arsenal Overhaul - Clear Sky 1.0 will be released May 30th. It will feature 60 new weapons with 20 new ammunition types including replacement of all stock...

Arsenal Overhaul - Clear Sky Features

Arsenal Overhaul - Clear Sky Features

Feature 0 comments

Arsenal Overhaul - Clear Sky is a full weapons conversion for S.T.A.L.K.E.R Clear Sky using SRP 1.0.3a as a base. It features 80 weapons with 28 new ammunition...

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Arsenal Overhaul - Clear Sky 1.2

Arsenal Overhaul - Clear Sky 1.2

Full Version 23 comments

Version 1.2 with Sky Reclamation Project 1.0.4 and optional Atmosfear 1.3. Copy the gamedata folder to your main S.T.A.L.K.E.R Clear Sky folder. Extract...

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JasonHelm
JasonHelm

Don't know if this is just me but for some reason when i installed it the main menu turned to russian and Dialog in the game was missing.

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Octosnake98
Octosnake98

is there a way to spawn in gear with this mod so i dont have to start from scratch;-;

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JackRabbitSlim
JackRabbitSlim

You can go with a spawn menu mod. I use one in cop.

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Guest
Guest

Freedom base has been captured but Freedom still spawns. Help!

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Decane1
Decane1

Looks like 'Uncle Yar’s hangar' has been set as a respawn point for Freedom regardless of whether the two neighboring smart terrains ('Freedom base' and 'Gulp of Freedom bar') have been captured by another faction. In other words, Freedom will keep respawning at Uncle Yar’s hangar even if the other two parts of their base have been captured by hostiles, and they will stop respawning only if Uncle Yar’s hangar is captured by someone non-Freedom. But GSC has set 'Freedom base' rather than 'Uncle Yar’s hangar' as Duty's target for the final phase of the faction war, so there is no guarantee that Duty squads will ever even target Freedom's actual respawn point.

As far as I can see, the most sensible solution is to prevent Freedom respawns if *any* of the three smart terrains mentioned above is controlled by a hostile faction, rather than requiring that Uncle Yar’s hangar in particular be captured. I shall make this a priority fix for the next version of the SRP.

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versalius67
versalius67

but if you help freedom destroy merc at the factory everytime you destroy their base uncle s yar hangar they will spawn from that factory and come back to uncle s yar hangar

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Decane1
Decane1

There is, in vanilla, only one respawn point for Freedom in the Dark Valley: Uncle Yar's hangar. Freedom does not respawn at the factory unless somebody has modded that in.

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VicRattlehead
VicRattlehead

A similar thing happens with Duty's base doesn't it? It's comprised of numerous smart terrains and if your squad doesn't end up capturing the particular one pertaining to the main building, then Duty will start respawning eventually. I thought it was intentional because there's NPC radio dialogue saying something to the effect of "Duty's come back with their helicopters".

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Decane1
Decane1

Yes, Duty's respawn point also differs from Freedom's main target during the final phase of the faction war. Since there is a case to be made for allowing NPCs to keep respawning if only a part of their base has been captured by enemy forces, I've instead made it so the relevant respawn point also gets assigned as a capture target in the Duty/Freedom faction war, but only once the main enemy base has been captured. This way, the losing faction still has a slight possibility of recapturing their base before it is entirely secured by enemy squads. I think this is an acceptable compromise between the two extreme cases of (i) infinite respawns and (ii) no respawns once the main target has been captured?

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Atanna
Atanna

Thanks for continuing to fix Clear Sky's quirkiness.

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JackRabbitSlim
JackRabbitSlim

That sounds great.

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