Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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AoXo Sep 30 2012, 1:35am says:

Oh, also I found this:


apparantly from a mod called "Gunslinger" - I can only find Russian info, and unfortunately I don't speak it! Here's a thread:


Anyway, the mod seems to have a load of awesome animations for weapons and things and the video above has one for vodka.

+5 votes     reply to comment
alexeistukov87 Sep 30 2012, 6:05am replied:

Translation from Russian to English of info regarding this script. Excuse me if some mistakes are present (at least it's not a machine translation)

Author of script: Sin!

Script work is based on this scheme:
In moment of item usage, no matter how it is used - by hotkey of or from inventory, only one animation is played and then item begins to take the effect. If there is an active weapon in hands (or everything that can be held in hands) then it will be taken away, animation is played, then that was in hands before item usage is automatically goes back, that means all process is executed by pressing of one key. You can see this system in Metro 2033 or Far Cry 2. Also in tribute to the realism the introduced function can not be used with everything that goes into the mouth if the gasmask or self-contained suit is worn. So you have to take your gasmask or self-contained suit off if you have to drink or snack.
The update of script is possible in future.


Good luck with that idea, AoXo. If Russian script will be used or similar will be created it will be cool for immersion.

+1 vote     reply to comment
trojanuch Creator
trojanuch Sep 30 2012, 6:08am replied:

I don't see a link anywhere in the above thread.

Is it released yet?

+1 vote   reply to comment
alexeistukov87 Sep 30 2012, 6:19am replied:

The mod is frozen on 10% completion. Author doesn't know if he will go back to this mod or not. Currently he is working on Death in Candlewood game.

+1 vote     reply to comment
AoXo Sep 30 2012, 8:19am replied:

Oh that's a shame. I'm not a modder so I wouldn't know anything about it, but it seems like a pretty big thing to be able to add custom animations like that.

+1 vote     reply to comment
N.Aaroe Author
N.Aaroe Sep 30 2012, 10:33am replied:

Animations are alot of work. That is the reason why animators very seldom take on any other tasks besides that. The mods that do implement new animations borrow them from an animator (like Kaplan). There are many on going animation modding projects promoted on Youtube but only a few of them are actually finished.

+1 vote   reply to comment
Mudhut Sep 30 2012, 3:03pm replied:

You should contact some of them to see if they'll let you incorporate animations as seen above for 3.0 or whatever, would really add a layer of immersion. That is the one thing that detracts from STALKER's immersion, clunky actor and NPC animations/movement. Just isn't realistic or sightly.

+2 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 30 2012, 5:34pm replied:

We might do so if one or more from the dev team soldiers on after version 2.0

+1 vote   reply to comment
SuaerBricker Oct 1 2012, 8:48pm says:

N.Aaore This kind of stuff is what I meant when I spoke a couple of months ago and suggested you adding more "gameplay features". It seems you and your team have managed to handle code quite well, going so far as to add detachable extensions for armor.

Good luck with the mod!

+2 votes     reply to comment
boredgunner Oct 1 2012, 9:49pm says:


+2 votes     reply to comment
Wizzrobe Oct 2 2012, 10:42pm says:

Just curious, because I know that there are 'randomized' certain points where weapons can be found. I fell in love with the scoped M16A2, but haven't spotted the A2 without an optic. Is it actually in there, but more of a rare prize, much like the FS2000 with the combat sight? I'd also like to inquire about the other weapons I haven't seen, like the XM8 or the FN FAL Para? Both weapons would be a sight to see, and I'm hoping they're still there.

EDIT: Odd, it seemed to place my comment in the wrong section. Anyways, these Stims are a cool addition.

+2 votes     reply to comment
Streloker Oct 3 2012, 12:08pm says:

Are u guys makeing mod or A game because u added so much stuff keep up the good work!

+4 votes     reply to comment
Cyborg_Putin Oct 3 2012, 5:32pm says:

Now this is a very, very, very interesting idea, this makes me 10 times more exited about this mod than I was before :3

+1 vote     reply to comment
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Are you ready for a re-thinking of a core aspect in the game?

Uses medkits as instantly healing items that can spam-heal you - even during firefights.
Even without any kind of hindrance or negative effect. Something that totally diminishes a good game challenge. (And also it is not very realistic).

Alters the medkits into items that are far less effective during combat scenarios.
In most circumstances these are not even items that will aid you during firefights (as it should be).
With less healing effect and MUCH SLOWER healing rate the medkits where turned into restoring items used in RELATION to firefights and not DURING them.

Takes this even further:
Medkits have been altered to have no aiding attributes in relation to firefights.
They are unpacked and applied only when you have the time somewhere safe to focus on your overall health and condition.
Their possitive effects are now even slower than they ever were.

During combat scenarios you can still apply bandages (as in real life) only this action will now hinder your fighting capabilities for a moment - so think twice before taking care of yourself if not completely safe and behind cover.
You will have your weapons auto-holstered while handling ANY type of item in MISERY version 2.0.

MISERY 2.0 introduces Stims as our new combat related defensive equipment.
If wounded you must patch yourself up with bandages to stop the bleeding but you now also have the option of injecting chemicals to your body for some pain and shock reducing effect letting you soldier on for a while. But this comes at a price as not only ignoring wounds and bodily harm but also powerful chemicals creates negative effects for your overall strength and condition.

Still these Stims are not instantly healing items as their possitive effects come into play at an EVEN SLOWER rate than the version 1.1 medkits. Use them wisely and ONLY when you feel safe behind cover during the fight.

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Sep 29th, 2012
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