S.T.A.L.K.E.R .Rebalanced. v1.2

Is a global mod in a single complete package that aims to provide an evolutionary enhancement of the single most atmospheric game of 2007, if not ever, Stalker: Shadow of Chernobyl. Almost all aspects of the gameplay have been re-balanced to be fair, fun, deadly and a redefinition of your ultimate Stalker experience.

What does all this mean for you?

This mod enhances the retail version of S.T.A.L.K.E.R. - Shadow of Chernobyl through improved; graphics, sound, balance, AI/A-life, day/night weather, weapon ballistics, ragdolls, quests, trading, unique items, text/interaction, interactivity, artifacts, health & sleep system, options, hidden secrets and bug fixes. It's hard to explain, but now the game simply feels smooth, like it never has before.

This is a well refined and tested mod that the team has been developing and improving on in one form or another since Stalker's first release in 2007. Over that time many pages of user feedback have gone into polishing it's many builds and iterations with the last major release being out since January 2009 and the next build has undergone many more improvements, tweaks and implementations that have totally improved upon the end product since then.

You will not be disappointed with S.T.A.L.K.E.R .Rebalanced. v1.2 when it is released shortly, just check out the latest incredible screen shots below!

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3 comments by _storm_shadow_ on Apr 18th, 2015

Stalker Rebalanced v1.2 Progress Report

Well don't just stand there, come in...

Stalker Rebalanced v1.2 is not dead, in fact it's progress is very promising. Their haven't been any updates for a while, so why now you maybe thinking...

Two reasons; 1. NatVac has released the new Zone Reclamation Project (ZRP) v1.07r5rc, which is light years ahead of ZRP v1.05, which was that last version to be integrated in Reb. This new version has so many bug fixes, feature improvements, anouyance removals and optimizations that it really was worth waiting for. Plus it also has more modding tools and detailed dev comments within it's files, which makes it much easier to integrate and tweak the features.

2. Meltac has released the amazing new Dynamic Shaders v2.0 CTP, which incorporates shader improvements ported from Clear Sky, Call of Pripyat and Crysis as well as many other features and graphical optimizations for SHoC. I was planning to showcase some screen shots working with Trojan's Stalker Weather Overhaul (SWO) v3.1.1, on which Reb's entire weather and environment system is based. But, the system demands of the new shaders are a bit much for my aging laptop now (I havn't upgraded since 2010!). So, I've been forced to work in the R1 Static Lighting renderer while integrating the ZRP and other changes. Once this is done, I will look to optimize these shaders and show case some screen shots in the coming weeks.

Things are looking good. As well as these anticipated improvements highlighted above; Stalker Rebalanced v1.2's focus will always remain on the evolution of gameplay, and the balance of progression through the storyline aspects that have always been the staple of this global mod project.

Please feel free to follow the mod's progress on the main GSC Game World forum thread.

Alrighty, talk to you...


Storm Shadow
Project Lead
Team Rebalanced

Post comment Comments  (80 - 90 of 134)
Inkognitod Sep 12 2011, 5:04pm says:

As you say you're aiming to improve the AI, do you also try to make the NPC's more human-like? Because sometimes they do the weirdest things. Like crouching and pointing their gun towards the ground.

I also noticed that they are able to see through some obstacles which is pretty bothersome.

Overall, IMO whenever you save the game, the NPC's are acting kinda altered after loading.

+1 vote     reply to comment
_storm_shadow_ Creator
_storm_shadow_ Nov 2 2011, 7:21am replied:

some of those things jst cant be helped i know. but they are no longer able to see through bushes or see perfectly at night, these things have been fixed

+1 vote   reply to comment
storm-chaser Jun 14 2011, 1:26am says:

Dear Shadow Storm State,

I really enjoy playing your mod, great weapons and everything, and getting rid of the "1 day dead line" on side jobs was super smart! Problem is the game crashes at the snipers in the "wild territory". Same place every time: As I approach the entrance to the snipers building. Made some personal tweaks (damage, weight and artifacts) but early on in the game and it didn't seem to cause any problem until then... although it did crash a couple other places, but was able to get by. Any idea why I get this?

Please keep up the good work. Looking forward to the new release. Thanks a bunch.

JC in Langley

+1 vote     reply to comment
_storm_shadow_ Creator
_storm_shadow_ Jun 19 2011, 7:18am replied:

yeah, that sounds like the save/load bug maybe. tell me, when it crashes what is the error log? (just open a new txt doc and press CTRL-V and it will display this). If it says somthing like 'cant open section ''(random character)'' then that is def that bug.

Best advice for this is:
1. Hard save at least once per visit to each level.
2. Dont collect more than 5 side quests at a time.

Hope this helps. This error is to do with limitaions of the engine in being able to save infos about the many extra objects and stuffs added by the mod. let me know.

+1 vote   reply to comment
storm-chaser Jun 24 2011, 12:59am replied:

Got a new crash now: (seem to be quest related)

Expression : error handler is invoked!
Function : handler_base
File : E:\stalker\sources\trunk\xrCore\xrDebugNew.cpp
Line : 749
Description : std: out of memory

This happens at Yantar as I am taking on some quest and completing them. crashes as when I save.

Took on the first 4 jobs solved 2 (I am already carrying it), save ok, take on 2 more solve them (same as above), crashes on save.

+1 vote     reply to comment
storm-chaser Jun 20 2011, 8:41pm replied:

Thanks for the reply and tip. I fixed it, just a missing texture file:

Expression : fatal error
Function : CRender::texture_load
File : E:\stalker\ sources\trunk\xr_3da \xrRender\Texture.cpp
Line : 295
Description : <no expression>
Arguments : Can't find texture 'wpn\wpn _crosshair _aimpoint'

I didn't like the crosshair at the beginning (too hard to see) and I tried to change it unsuccessfully and somehow I forgot to put back the original file (most likely got distracted by the kids). I guess it didn't have an effect until now (obviously I was messing around with the wrong file. I would still like to make the crosshair easier to see.

I'll keep that in mind about the side jobs, so far I have been taking on as much as could find...
Keep up the good work!

+1 vote     reply to comment
_storm_shadow_ Creator
_storm_shadow_ Jun 24 2011, 9:38pm replied:

ok thats good you solved your crosshair crash, and the new version has full gnoumus scopes, so you shouldn't have that problem anymore.

but that other crash is different, and it's not the save/load bug either. best advice i can give is to check out this tut from the SMP page:


some mods that use losts of hi res textures can run out of memory, regardless of how much memory your PC has, this is an engine limitation that it cannot normally allocate more that 2gb of ram, even if you have more. that tut provides advice for a workaround for this, that may or may not help you, make sure to read the entire tut before applying the workaround.

(wolfhunter has given me permission to referance his tut for similar issues in my mod).

let me know if this helps, shadow.

+1 vote   reply to comment
storm-chaser Jun 25 2011, 9:59pm replied:

Thanks for the tip!

I solved the problem by going back and completing the side jobs I already had taken on, before going into Yantar. I also reduced the texture quality to medium. The max and high settings were making my cooling fans work overtime... (I didn't like the extra noise, a little annoying after a while)

I noticed the map in the radar (lower left) is off (building placement), but the markers work. Also the barkeep has a job of taking down some Mercs in Rostok... when I get there no one is around.

btw: I started keeping a log of the errors I encounter and what I did to resolve it. I don't want to post it here, but if you're interested in it let me know and I can send it.

+1 vote     reply to comment
_storm_shadow_ Creator
_storm_shadow_ Jun 27 2011, 3:16am replied:

good to hear. yeah fo sho, send me your logs, i would appreciate detailed feedback like that.

most of those broken quests like that are fixed in new version, it is just how aliVe opened up the world so much more. the guys assigned to that smart terrian will be around somwehre tho. one thing to try is to exit the level, hard save, reload, re-enter the level. see if that does anything, other wise you just have to come back later.

+1 vote   reply to comment
storm-chaser Jun 28 2011, 1:28am replied:

Glad I can be of any help, let me know how to send it to you. You probably know all about it already though.

How can I make those little white dots (current crosshairs without scope) a little bigger in this version?
I like the + ( _|_ ) type, combined with a circle too.

With an open world like this there are so many possibilities/ variants [I think this is what I like best about this game! So addicting!], yet it must be a monumental task to work out all the bugs!

Sorry about goofing up your name in my 1st post.

Had to blow-up Veronin cause I like that sniper rifle too much to give it up, and I didn't want to drag that side job in my PDA around or reload back to before taking it [the job]... I played the "take down all of Duty" while I was at it; that was fun, must have hit a Stalker in the process, cause I had half of them coming after me too! Silly boys, they and the bandits are like mosquitoes!

Anyway Thanks again for your time! I do appreciate it!


+1 vote     reply to comment
_storm_shadow_ Creator
_storm_shadow_ Jun 28 2011, 3:32am replied:

I just PM'd you.

+1 vote   reply to comment
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S.T.A.L.K.E.R .Rebalanced. v1.2
S.T.A.L.K.E.R .Rebalanced. v1.2
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