The Road to Limansk
Chances are your a stalker fan if your reading this. Clear Sky has so much potential, but it seems like its the red headed stepchild of the trilogy. So, I've decided to give it some attention. I'll try to keep this short and let the videos and images speak for themselves.

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Blog RSS Feed Report abuse Latest News: News as of November 14, 2014

6 comments by tsf00181 on Nov 14th, 2014

Just an update on where I'm at with this mod and.

  1. Its not dead and I'll have a full release ready sometime next spring. April or May I think.
  2. I need some help. I desperately need someone who knows C/C++ and can work in Visual Studio 2008. Also, I need some help with Lua scripting, I'm getting better at it, but someone who already knows it would be a lot better at it.

Wear I'm at game play wise. Random anomalies and mutants now spawn throughout the game. The anomalies are similar to SOC in that you'll get a warning with your detector, so get out your bolt. They change locations after and emission and spawn randomly with each new game. The idea is to increase the time it takes to progress through the game because you now have to be a lot more careful. Hell, stock you could probably run through the entire game, stopping only for a mission dialog and to shoot some bad guys and be done in 2 hours.

Mutants now spawn in larger numbers and are a lot more aggressive, plus I replaced most with the Cop models. Nothing much to say about these right now, I'm still balancing them. There will be a lot of fleshes and boars in the swamps along with a few bloodsuckers. Cordon and garbage will be fairly tame. Dark valley will see a few more but not much. Expect Agroprom,Warehouses and Red forest to be covered in mutants.

Game play wise, the above changes makes it fairly hard, But I've also changed up the NPCs a lot. NPCs are generally easier to kill because of redone ballistics, but those ballistics also apply to the player. They are also a lot better equipped. Renegades are no long the poor cousins of the bandits, they have powerful weapons(Older eastern block), but shity armor. Clear Sky is also more of a true faction now with uniforms that match and their own weapon type(older NATO weapons). Before they were more of a pack of refugees living in a swamp.

I haven’t really touched the other factions since they don't need it. I'm going to change out the monolith models for something better and make them tougher. There supposed to be so fanatical they ignore wounds, so I think their hit points are going to get a lot higher.

So as of right now, I've finalized the weapons list. I'll post it at the bottom of this page. I'm still going to use the Shoker scripts to have multiple scopes on most weapons. Older surplus weapons won't get nigh vision or red dots(so no Kobra on a Mosin Nagant). All available attachments will be listed under the weapons description just to clarify everything. Some families of weapons have a specific addons just for them,(the colts get the colt carry handle scope instead of the susat/trulix, HK weapons get the AG36 grenade launcher instead of the m203. I do have certain standards though and won't put in any type of ammo or addon unless it can be used on at least 2 weapons though I prefer 3 or 4.

Eastern block weapons:

  1. 1p29(PSO on sniper rifles)
  2. Kobra site
  3. 1pN58 Night Vision


  1. Trulix/susat(colt on Ars)
  3. ?? (Anyone know of a good NATO night scope model?)

This is the finalized weapons list. Some of these are going to get new models or re-skinned, but no more are going to be added(Unless I find a REALLY good reason to). NONE of the weapons in this mod are the crappy stock ones. I don't think I missed any.
Stechkin APS
Beretta 92
Desert Eagle
Fort 12
Browning Hi Power
Walther P99

Sub-machine Guns:
M3 “Grease Gun”
PP-91 Kedr
VZ61 Scorpion


BM16(with a long barrel)
Mossberg 590
Remington 870
Saiga 12
Toz 34
Toz 194

Sniper/Long Rifles:
Karabiner 43
Karabiner 98k
Mosin Nagant

Assault Rifles:
AN-94 Abakan
FN FAL(special)
HK G3a3
HK G3a4
HK G36
HK G36c
HK 53

Gauss Rifle

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Post comment Comments  (0 - 10 of 713)
erky1 16hours 4mins ago says:

Tsf my brother can you please let me download the latest build please I want to help you make it wonderful! Plus 2 heads are better than 1 ;)

+1 vote     reply to comment
First_Brigadier Mar 21 2015, 10:01pm says:

Greetings! Something a lot of news. Until May have time?

+1 vote     reply to comment
Litosns Mar 20 2015, 12:56pm says:

Hey tsf00181.
March is coming to an end and I wanted to ask something.
Any ETA on the mod? Will it be released on April or May? And don't you dare make april fool release :P

+1 vote     reply to comment
tsf00181 Creator
tsf00181 Mar 20 2015, 2:57pm replied:

na they're won't be an April fools release. I'm an *******, but not that much of an *******. :) I'm hoping to get it out the door at the beginning of may but there is a crapload of work left to do and real life is keeping me from getting as much done as I'd like.

Once I get all the icons/props done I'm going to post a big news update. I hoped these would only take a week or two, but I didn't realize that some of them were textured so badly that I couldn't even make a good inventory icon with it.

+1 vote   reply to comment
daniel_oliveraz Mar 12 2015, 9:20am says:

after end game free to play?

+1 vote     reply to comment
ZoneScout89 Feb 23 2015, 4:17pm says:

some inspiration :)
Keep up the great work !!!

+2 votes     reply to comment
EkizdexD Jan 20 2015, 1:12pm says:

Nice mod, waiting for it.

+1 vote     reply to comment
skorpiondead Jan 15 2015, 9:21pm says:

a suggestion about the start gear.
As enemies have better weapons now,I think player should get better gear too.
Here is my suggestion
Main weapon : Skorpion (actually I wish skorpion is a side-arm XD)
backup ammo :100-120
Side arm: TT33
backup ammo :40
1 medkit
3 antirad
3 bandage
a CS-3 armor

Plz give player better starting gear......I don't want to use PM to against
a SMG.....

-4 votes     reply to comment
BegunValkery Jan 11 2015, 8:09pm says:

I think you mentioned the factions don't need to be tweaked. I literally tried to defeat the Renegades in the beginning of the game, but Clear Sky won't spawn any more squads to take over the other areas of the Swamps and causing me not to be able to progress through the Swamps to the Cordon. I looked at the faction status and noticed that Clear Sky's resources are completely depleted once finishing the introduction of the game (waking up after the second emission and then fighting the Renegades). No more npcs will spawn and I become stuck in the Swamps.

+2 votes     reply to comment
Decane1 Mar 20 2015, 9:31am replied:

The upcoming version of the SRP largely fixes the faction wars, so if tsf00181 is still planning to use that as a base for his mod, issues like the one you mentioned should no longer happen.

+1 vote     reply to comment
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The Road to Limansk
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