The aim of this mod is to add in the old locations from ShoC and Clear Sky, and to provide an enhanced and extended gameplay experience while (mostly) sticking to the vanilla storyline. At this point, the mod (v0.45 alpha)contains 37 locations total, approx. 200 weapons, lots of new armors, items, artifacts and anomalies.

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Agroprom
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M4rked1
M4rked1 - - 900 comments

SHOOT IT SHOOT IT in that huge ugly eye on a side note the concreat looks nice

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Hocter
Hocter - - 63 comments

Maybe it just wants to have a cuddle. :c

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tykaller_
tykaller_ - - 242 comments

too ugly for cuddle, better faceshot

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Das_P0m
Das_P0m - - 539 comments

Screw that! Hop on it and take a ride to the base!

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Zemvolkya
Zemvolkya - - 258 comments

Damnit Minecraft!

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Streloker
Streloker - - 235 comments

thats the problem u cant jump over mutants

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ClearVall
ClearVall - - 470 comments

"the other facility will attract Stalkers, but won't be a permanent base, the will wander around and go there by night to stand a better chance against the mutants."
That's a really good idea!
Would be nice also to see random Duty raids against mutant hordes sometimes)

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smrtphoneusr Author
smrtphoneusr - - 794 comments

Duty base is permanently occupied, and of course they'll send squads out to deal with the mutants.

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Georg_Ravioli
Georg_Ravioli - - 589 comments

I was hoping you'd put military there or something, since Duty was flushed out after the events of Clear Sky, and this mod is still supposed to take place in the same time period as Call of Pripyat (after Shadow of Chernobyl), correct?

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smrtphoneusr Author
smrtphoneusr - - 794 comments

The military would have left the base, since barely any stalkers go there anymore. There's no point for them keeping a checkpoint in that area, they have no interest in fighting mutants. That's where Duty comes into play.

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D.M.E
D.M.E - - 4,446 comments

What's to stop Duty moving back in after the military move out, Didn't they only leave cause they were on friendly terms with the Military who requested the use of it. Actually no but that is how I rewrote the Degtarevs story Beta translation. The story seemed to imply in its googled confusion that they only left for that reason and they have also partially moved back in to the base in Degtarevs story. Actually what Smart is proposing is alot like in Degtarevs story with mutants running the map the only difference is the mercs replace the stalkers as the derelict bases temporary visitors.

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Rogal_Dorn
Rogal_Dorn - - 644 comments

Agroprom...On the hard difficulty this place always becomes a nightmare at night. And i actually learned one thing...Shotgun - it is your best friend, keep it always loaded and you will be probably alive...

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Cyborg_Putin
Cyborg_Putin - - 992 comments

Theres a reason of why I never go out in the night : )

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R0ADKILL
R0ADKILL - - 1,175 comments

O,O i would lick that wet ground....

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Ozi
Ozi - - 84 comments

I think that light reflection should be more yello than pure white.

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Chezzlor
Chezzlor - - 860 comments

Good spotting, I didn't notice that until you said it.

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smrtphoneusr Author
smrtphoneusr - - 794 comments

the light reflection from the fire is yellow/orange, the white reflection is from lightning.

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Das_P0m
Das_P0m - - 539 comments

CS version? Nice one!
Can't wait to get there, deep in the night from a raid looking for some place to sleep.

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tykaller_
tykaller_ - - 242 comments

BTW are you using r2_gloss_factor at 10 or something? Because I think water light reflection in that concrete it's kinda high

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smrtphoneusr Author
smrtphoneusr - - 794 comments

I take it you never used dx10 or higher? Those are vanilla settings. Dx9 (r2 renderer) does not have wet surfaces at all.

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tykaller_
tykaller_ - - 242 comments

what I meant with water light reflection was that reflections change when it rains and gloss factor modifies it so I wanted to know if you were using it at a high value or moded other command so I'll know which one it is so I can modify it at the way I like.

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smrtphoneusr Author
smrtphoneusr - - 794 comments

like I said, vanilla settings, I didn't change anything about it. And I guess to change it you would have to edit the .thm files for all surfaces and modify the shader used.

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Description

Decided to go with the Clear Sky option, which is also what most of you voted for. It will be mostly populated with mutants, Duty base will remain a stronghold like it was in Csky, and the other facility will attract Stalkers, but won't be a permanent base, the will wander around and go there by night to stand a better chance against the mutants.