Mod cancelled. 1.2 and 1.3 will continue to be available and assets from the new version will be available once cleaned up.

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In this post I shall reveal the meaning of life....

Posted by Swartzy on Jul 1st, 2013

After this update I will only be doing updates once a month. The reason being is that I'm revealing way too much about stuff that should probably be left secret until you actually play the mod.

So the video I posted was a little disappointing for some of you, however the new, proper video will NOT be made until some other content has been released (I'm hoping for Dynamic Shaders 2.0 to be released as well as perhaps Misery 2 being released so Loner can do some particle work) before I do the next video. I want to show things off properly so I'd rather wait until I have more interesting stuff to show you as a lot of my content is half-finished.

In light of certain posts that have been made recently I want to make something clear: this is not strictly a weapons mod. If that's what you want look elsewhere as I have no interest in doing that. I want to do a whole bunch of stuff. I realize I spend the majority of my time discussing weapons, however that's just because I'm a firearms enthusiast.

I also seem to have an issue with certain people trying to dictate how my mod should be made. The key word on this is that it is MY mod, so if I get posts where I feel people are trying to tell me what I should/shouldn't work on I am simply going to delete your posts as I'm sick of reading it. That being said, I am not talking about constructive criticism, which is something I am always open to and I appreciate.

Oh damn, almost forgot a bulleted-list. Here you go:

  • Weapons I will confirm for 2.0: HK 416, Glock 35, AK5, Steyr Aug A1, Barret Rec7, Aek-919k, PP-2000, FN FAL, IMI Galil, HK G3A3, SKS, TRG-42, Ak-12, "Borz", Saiga 12, FN SCAR (probably L and H), AAC Honeybadger, Gsh-18, PP-19 Bizon, Vityaz, RPK, SR3-M, AKM, Ak-103, Toz-194, Aek-971, FN Minimi (M249), Mosin Nagant, Skorpion, UMP-45, M24. I realize a lot of these were already in v1.3 however the majority of these are now using new models and new animations. There are other weapons however I won't discuss them at this time for a few different reasons.
  • Mines. Proximity and remote detonated variants.
  • In the video I showed off a gibbing feature I used from GWR mod. I've already expanded on this so that you have to be within a very strict radius in order for gibbing to occur. However, one thing I would also like to do is under certain conditions (like a headshot from a sawn-off shotgun) I'd like to have decapitations. I'm pretty sure I can do this myself, but it requires honing my modeling skills a bit (as I'm still am amateur). If you think you could be helpful feel free to PM me, however I'm confident I'll figure it out.
  • There will be a v1.9. Like I have mentioned it is strictly for people who don't care about new maps, quests, and lore. There will be a few new quests, but that's it. It will be on vanilla maps, and some of the 2.0 content will be withheld so that people playing 1.9 will eventually have a reason to play 2.0. 2.0 relies on Bangalore's maps (I think the mod is called "Call of Chernobyl") and it will likely be a while, so until that mod is released the quests part of the mod will not begin. It may be a while.
  • I want to make anomalies and artifacts a bigger thing in this mod. I already made anomalies more dangerous in 1.3, but now I would like to do something different with them. I don't want to do dynamic anomalies (except maybe for a short period after a blowout to prevent rushing to anomalies to pick up artifacts), but I do have some new ideas for them. In terms of artifacts, I also have some new plans for them. They will not work the same as they currently do, but I'll detail that later.
  • The Zone will be very green and lush as that is how it is in real life (just because it's irradiated doesn't mean it's killing off all the vegetation as it's not true). I realize mods such as Misery portray otherwise, however the author(s) are simply aiming for a certain style and I'm sure they realize the Zone is not a dead area. This will not be optional, however I'm using Absolute Nature 3 Lite as a base so if you don't like it just pick a different option from that pack and use it.

That's it for now. Gimme all yo money.

Post comment Comments
Mental_Tormentor Jul 1 2013 says:

Could you use the AKM or some other new AK model to replace the vanilla models? Same with AR-15s and whatnot, it'd be nice to get rid of as many vanilla models as possible IMO, I hate seeing all these beautifully modeled additions and then have 70% of NPCs carrying vanilla weapons.

+3 votes     reply to comment
Swartzy Author
Swartzy Jul 2 2013 replied:

I'm not using any vanilla models.

+2 votes   reply to comment
Swartzy Author
Swartzy Jul 2 2013 replied:

Note on this: maybe you brought this up due to the video I posted? I realize a lot of NPC's in that video were carrying vanilla weapons but that's just because I hadn't bothered merging them in prior to that video, but they are done (mostly). I'm utilizing a lot of r_populik's weapon mod as well as some Shoker stuff and other stuff to replace all vanilla weapons. Everything is mirrored.

The only gun that still ejects on the left is the PKM but it ejects on the left in real life so it's accurate.

+2 votes   reply to comment
Mental_Tormentor Jul 2 2013 replied:

Sweet man, thanks a ton! Can't wait to try this out. I wish/hope MISERY or Redux mod could work with you on weapon mods, would make for a great compilation.

+2 votes     reply to comment
Swartzy Author
Swartzy Jul 2 2013 replied:

Thank you. Most of the credit goes to r_populik though. In terms of weapons and stuff though, it's too late for Misery since it's due out soon (and I already did a little bit of work for them, not really weapons related though), but if I were contacted by the Redux team I would be more than happy to help out (personally, besides Bangalore's map pack and r_populik's weapon replacement, I'm looking forward to Redux more than anything and would love to help in some way).

+2 votes   reply to comment
Kocayine Jul 7 2013 says:

I prefer a green zone myself but I can understand the 'dead' zone too. I mean, in real life the Zone doesn't send out dangerous emissions either. So the Zone as it is in STALKER could as well be a place where all green life is killed.

+1 vote     reply to comment
Swartzy Author
Swartzy Jul 9 2013 replied:

This is a good point and one I hadn't thought of.

Also because they use Atmosfear 3, the blowouts happen at ground level, which means it makes even more sense that the Zone would be dead.

However, like I said I do prefer a green zone, as you also said, and when I release the mod you'll see that I've modified the blowouts so that they only occur in the sky rather than along the ground (while it looks cool it never made much sense to me that it would happen along the ground).

+1 vote   reply to comment
Kocayine Jul 9 2013 replied:

Sounds good. I always liked the blowouts in the older stalker mods, that would just turn the sky almost completely red and make the earth tremble.

+1 vote     reply to comment
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