This mod was created with the propose of Faction war zone wich every faction want to conquer camps with the option to player join\leave a faction, an improved AI, bring Clear Sky faction from S.t.a.l.k.e.r.: Clear Sky and another features.
A brief explanion of Blowout (aka Emissions) on Clear Sky Faction Mod.
Posted by xRatx on May 6th, 2012
In CSFM, the blowout mod that is in use Dexxx's Blowout Mod (A bit modified of course). So I will explain how does it works.
The blowout starts with a siren sound and a radio transmition by a unknown stalker (The transcription is something like this : "Alert Blowout... What is this shit? The measure are out of scale") also the weather will change.
When the blowout start, the NPC's will start running to hideouts. If they don't manage to reach in time, they will "sit down" ground with their hands on the head. Also NPC's will fight back for their hideouts if their enemies try to break trought on it.
When the blowout starts, hideouts are marked on your PDA Map. Another way to do it is following the NPC's that are making a run for hideout. It's possible that you see some NPC's going out of the hideouts to loot bodies (This will be fixed)
While the blowout is happening, it is releasing energy in form of radiation. If you get caught outside of a hideout in a middle of a blowout, you will be irradiated (You will notice it via a ppe effect).
After the blowout finish, there is "several" consequences such as spawning artefacts, mutants, zombies and zombified stalkers. There's a change that you will be some Monolith stalkers after a blowout.
Well, there is a initial blowout that starts after 11 (in game) hours after the game start. After this initial blowout, they will occur after 49h. (I am thinking in changing this time interval between blowouts).