Author: unrealO0o

Readme File:
Unreal freeplay mod mix 1.01 README EN

version: 1.01
unpacked size: 1.5 GB (contains full Photorealistic Zone textures and Weather Overhaul tetures)
tested on: S.T.A.L.K.E.R. - Shadow of Chernobyl 1.0005

## Introduction ##

Unreal mod mix is based on Oblivion Lost 2.2 mod (by Kanyhalos) which is (more or less successfully) enhanced with some other mods or parts of mods which i found interesting and easy to integrate. Mod list is at the end of this README. Besides, it contains a few of my experiments which don't spoil anything i hope.

Mod could be interesting for experienced players who already know STALKER game and like to play under more difficult (realistic?) conditions.

## Description ##

-Mod requires the new game start.

-Mod should be played on Hell (master) difficulty, 'novice' gives immortality (god mode) except for radiation. Rest of difficulties is unbalanced.

-Mod is focused mainly on freeplay. That's why it offers means to finish the story as fast as possible and return back to the Zone.

-At the very beginning there is some good equipment left for you in Sidorovich's stash (price cca 18000 RU). However, so that it was not so easy, there is no anomaly detector (you have only bolts left). You can buy some from Sidorovich for a fair price. More advanced detectors are then available for free in the bar area.

-You can play the game story either in classical way, or speeded up by means of document copies left on easily accessible places in the Zone. Thus you can avoid military base (although i suggest to save Mole at least, otherwise he'll be killed with first blowout), X labs and Yantar as well, since one of the stashes contains also working psy helmet. You can go from Bar straight to the Red Forest and enter bunker, where you can find the backup brainscorcher switch right behind the door. When you turn it off, you can go on to Pripyat and further on. Stancia 2 contains exit to Pripyat in one of the gates and allows you to continue freeplay style in the Zone. What is the effect on the rest of uncompleted story tasks i didn't find out yet :)

-Document copies will be shown on your map by Yurik (if you succeed saving him from bandits when entering Garbage for the first time) and Garik in Bar. I recommend to deliver those copies you find one after another one, X18 first and X16 after that. It will prevent possibility of little chaos in Barman's tasks.

-Some rooms are furnished a bit, Garik (Barman's bodyguard) lets you in when you stand in front of him and leave him enough space. Playing radios can be individually set in olp_mod.script. olp_mod.script allows settings for more features.

-Most of the doors in all levels are unlocked (code keylocks are disabled), on the ground, as well as in undergrounds, including those with only wall behind them. Functional (not only drawn, as the one in Red Forest stash, up the ladder where sniper is positioned) door can be opened with push, or - when on the other site - with knife or shot. Doors that are part of the gamestory can be opened only within the story play (i.e. Borov key, X.. lab codes etc.).

-You can climb up the drain pipes in Pripyat, on the first building estate. If you are swift you can climb up the rooftop, if you are even more swift you can jump on to the balcony.

-Stancia 2 is freely accessible, it contains also some anomalies. Most of the ladders in NPP area are put into operation. In example, it is possible to climb up the highest chimney in the level center. Beautiful view, there is also one anomaly on the top :). Climbing is pretty tough job, beware of falls. It's easier with No More Fences mod off (_gamemtl.xr). Level contains level changer straight back to Pripiat's stadium.

-If you are fed up with fences and invisible walls, you can turn them off/on using No More Fences minimod. Rename or copy the file _gamemtl.xr to gamemtl.xr anr restart the game (new game is not needed). However, this causes that you can cross through some wire fences and you cal fall through some wire floors. Beware of getting stuck. When you copy/rename file back, wires are solid again. In example, it is interesting to check the ruined reactor core from the Stancia 2 perspective. But be aware that not everything that looks like a floor really is a floor. Beware: once you jump into reactor core you cannot get out. Save before doing so.

-Some level's spawn points were moved, i.e. if changing from Pripyat to Red Forest you will be no more spawned amongst mercs ready to kick your ass. Instead, you are spawned on the rooftop of the small building where you can cover. On the other site, in Bar you must first cross anomalies field until you get into the next level.

-Answer "NO" on level changer doesn't throw you to the spawn point anymore, it lets you go further instead. You are still able to run back and change the level anytime. Of course, this allows running behind fences so beware of falling off the level.

-Character voices are completely Russian, i found them more realistic.

-Actor's power is significantly lowered for more realism. I found it unrealistic when actor could sprint accross the half of the level with 70 kg load. Vehicles were useless. Now actor can sprint significantly shorter time and must rest more often.

-When the player is wounded (i.e. hit by the shooting), screen is flickered with red filter. If he's hit more hard, he can drop active weapon, so beware of loosing it in the battle. Free weapons (and other stuff) is collected by other stalkers. They also loot corpses.

-Mod introduces experimental feature 'pain'. When player is wounded, his pain is shown as a red pulsating filter on the screen. Pulses frequency and intensity are bigger with bigger pain. Pain is bigger with bigger health delta loss. Bigger pain causes deep breathing. Pain slowly disappears if health doesn't drop below 30% or player doesn't bleed too much. If injuries are harder, pain can on the contrary grow bigger. When the pain is receding, filter colour and pulses frequency goes down until they dissapear. Pain can be relieved by vodka and adrenaline, a bit less by medkits and bandages. This feature can be turned off/on in the olp_mod.script.

-Healing system is changed, medkits don't cure instantly but gradually after they are applied. It is not possible to get cured instantly in the middle of the fight. You must hide somewhere first.

-There is special military adrenaline available in the Zone, which can instantly boost up the health and stamina and relieve the pain. On the other hand, it's side effects cause eventually 50% health loss.

-Stamina bar is back in the HUD, whereas noise and visibility bars are removed (you no more have telepatic capabilities to know if enemy can see you). If you prefer old Oblivion Lost HUD, use files motion_icon.xml.OL and motion_icon_16.xml.OL

-HUD can use Oblivion Lost dynamic mode (suit mask, breathing), or unrestricted fulscreen (default). Set this in olp_mod.script.

-Torch light is dimmed and more diffused.

-Stalkers don't shout "оружие уврал" every time you are crossing by with weapon. You must literally aim at their face. To achieve this, fow is a bit zoomed (1 degree) when aiming. They still want to talk with you only when you have your weapon holstered.

-Some sounds are altered, i.e. controller presence doesn't make that iritating whistle. One of the harmonica sounds was also lowered and waved.

-Binocular doesn't detect npc's and monsters.

-Anomalies are more unpredictable and often invisible. (experimental) if you want them visible, use appropriate .ltx.VISIBLE file.

-Some monsters are weakened, especially controllers and burers (i don't like heavy armored ones who can stand two full magazines). I tried to increase probability of monster items, not sure if works properly... For those who miss old mutants, use appropriate .ltx.OL, or just increase m_monster.ltx (monster for monster name, i.e. controller) values for variables Health and MaxHealthValue.

-Blowouts are a bit more often than in original Oblivion Lost.

-Anomalies can be run in AMK 1.4 mode (mod default, experimental) which causes much more anomalies of various types behaving in much more unpredictable way. Evely level has randomly placed various types of anomalies which are changed with each blowout. You must travel really carefully. If you don't like this, switch this behavior to Oblivion Lost mode. Each mode requires new game start. This can be set up in the olp_mod.script file.

## Mods List ##

Many thanx to all people who devoted their precious time and effort to this - in many aspects - unique game.
Many thanx to GSC for creating it.

Following mod list shows only most utilized mods, check game credits for more info.

Oblivion Lost 2.2 by Kanyhalos - base mod

AMK 1.4 by AMK Team - alternative anomaly system

Weather Overhaul 3.1 by Trojanuch - weather

Photorealistic Zone 1.0 by Argus - detailed textures

Area Extension Mod v0.3.1 by Kstn and IG-2007 - additional arena battles

Priboi Story a No More Fences mody by dez0wave - sounds, music, some models and fake walls/wires

Dynamic Campfire 1.3 mod by kstn - dying abandoned fire in camps

Repair Kit 1.0 mod by Autologic - weapons and suits repair tools

NatureMod v1.0 by sputnik_tr_02 - grass textures

Petrenko's Workshop mod by BobBQ - duty trader by Bare

DMP 7.0 by datastor - minimods and objects properties tuning

STALKER Real Gun Names mod v.3 by Kyodan - real gun names and descriptions

Inferno v1.2 - Health Overhaul by Russo - healing system

Girl Stalker TV by Heru - TV programme in Bare (and in Petrenko's)

Several merged TV mods (by different modders) TV programme in the Zone

Authenticity Sound Pack by fi csoport - Russian character voices

## Settings in olp_mod.script ##

--set this to true if you want to hear radio chat in the Bar, or set it to false to revert back the Bar music
radio_chat = false

--set this to true if you want so many mutants in the Sarcophagus, or set it to false if not
sar_alife = false

--set this to true if you want so many mutants in the X18 Lab, or set it to false if not
x18_alife = false

--set this to true if you want so many mutants in Chernobyl NPP Stancia2, or set it to false if not
st2_alife = true

--set this to true if you want to enable the alcoholism feature, or set it to false if not
alkohol = true

--set this to true if you want to enable the dynamic anomalies (for Oblivion Lost anomaly type), or set it to false if not
anoms = true

--set this to true if you want to enable the red circle mapspots for transmutated artifacts, or set it to false if not
mapspot = true

--set this to true if you want to enable the npc's looting, or set it to false if not (new game required)
looting = true

--set to false for oblivion lost anomaly type mode, true for AMK anomaly type mode (experimental). New game needed for each mode
amk_anomtype=true

--set to true for oblivion lost dynamic hud (outfit mask) type, false for unrestricted screen
ol_hudtype=false

--set to true for blowout phantoms
blowout_phantoms=true

--set radio in Barman room, false for silence
bar_radio="music"
--bar_radio="chatter"
--bar_radio=false

--set radio in Dolg bunker in bar
--dolg_radio="music"
dolg_radio="chatter"
--dolg_radio=false

--set radio in Red Forest stash, false for silence
rf_radio="music"
--rf_radio="chatter"
--rf_radio=false

--set radio in Pripyat room, false for silence
prip_radio="music"
--prip_radio="chatter"
--prip_radio=false

--set to true if you want pain feature (experimental)
pain=true

--set for Area Extension mod, wraps variable to aem_manager.aem_only, switch requires new game
aem_only = false

## Installation ##

Perform following steps to install:
1. Backup your old gamedata folder if you already use some mod. You can, for example, rename it to old_gamedata.
2. Check file fsgame.ltx for line $game_data$ = true|true| $fs_root$|gamedata
3. Unpack new gamedata folder.
4. Make backup of your old user.ltx file.
5. Copy recommended gamedata/user.ltx to it's working location (typically in C:Documents and SettingsAll UsersDocumentsSTALKER-SHOCuser.ltx)
6. Run game, set and save your own game options. Buttons F1, F2 and F3 control camera. Button T turns on/off a vehicle engine. Caution: user.ltx uses full dynamic lighting settings recommended for Photorealistic zone textures, check compatibility. Also set up your own player controls.

Please see README in package for known bugs and support information.

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