This mod includes the following other mods:

-AMK EN with scripts from the AMK 1.4.1 version fully patched with level_weathers added for stalker weather overhaul.
-Stalker Weather Overhaul v3.1 lite
-Kirag's magazine mod for AMK 1.4.1
-King Friday's stalker reanimation project
-FlyingDebris's HUD
-Dynamic Depth Of Field Shaders By Meltac
-Sounds from Stalker Redux, darius6's Stalker Sound Overhaul, and imperialreigns Ambient Audio Overhaul
-Argus textures, both photorealistic zone and photorealistic zone creatures
-Absolute Nature SoC, and Absolute Structures SoC, by Cromm Cruac, and vehicles retexture pack by bac9-flcl, and some that I made myself, particularly some of the actor textures.
-Strelok from Call of Pripyat by Mechanic

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Soyuz faction concept 1 by electrico325 Icons for new medical equipment. Vendetta Concept 1 *edit
Blog RSS Feed Report abuse Latest News: News for May.

3 comments by FatalFunnel on May 16th, 2012

The story I'm planning on adding to the mod is not a major alteration of the original SoC plot, in fact, it is merely an embellishment of the existing story in the game. The new factions I introduced in my last article are an integral part in this further fleshed out SoC story. If possible there will also be new places and quests to support them.

Some of you might probably understand this from the hastily-made map I scrawled out last week while being deprived of sleep. In doing so, I cobbled together things to add there, and possible quests that may take place. An example is an event in the game like the faction Soyuz evicting the Monolith from the town after their leader Seer dies, which is triggered by the player returning to the map after completing one of the X-labs, or the group called Jackals setting up shop near the old helipad, or a quest that may have to do with the caves. I even considered the old radio quest that I talked about with other people on 4chan back in the day.

However, none of the ideas and concepts that I've been very involved in lately have to do with the next patch, they are instead slated for 1.07-1.08 if possible, but they do provide insight into the "big picture" of what direction I want to take the mod in, which is after the major changes to night vision, medicine, and artifact detection. An expansion of the existing story, with new places, characters and events will certainly build on all of this.

I've made a number of changes in the past few days and weeks, and I'm thinking of compiling the many different small patches I've released since 1.05 with the changes I've made only recently, and releasing it as a new cumulative patch, a sort of alpha, for 1.06 with the new medical system included.

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Downloads RSS Feed Latest Downloads
Fix for the FNC and new scalings for bullets/armor

Fix for the FNC and new scalings for bullets/armor

Apr 19, 2012 Patch 0 comments

In addition to coming up with a fix for the FNC using the wrong ammo_class I changed the impair variable for all of the bullets to be consistent with...

Fix for the missing mesh and new task manager

Fix for the missing mesh and new task manager

Apr 18, 2012 Patch 0 comments

This patch adds the missing mesh file that is the cause of some crashes. The mesh file in particular exists in the vanilla game, but the reference path...

Experimental pistol scalings.

Experimental pistol scalings.

Apr 16, 2012 Patch 0 comments

These are experimental changes to pistol damage, let me know how they go. I'm trying my hand here at adding a new variable to bullets, increasing their...

Zone of Alienation v1.05, or patch 5.

Zone of Alienation v1.05, or patch 5.

Mar 4, 2012 Full Version 16 comments

Zone of Alienation version 1.05, aka, ZoA V2 for STALKER SoC v1.0004. Please note that this update isn't just a patch to place over the previous patches...

Patch 4 for Zone of Alienation mod.

Patch 4 for Zone of Alienation mod.

Jan 18, 2012 Patch 0 comments

Latest patch, new files were copied on top of the previous cumulative patch.

Patches 1 through 3b

Patches 1 through 3b

Jan 1, 2012 Patch 0 comments

All patches, minus patch 2 compiled together. This may clear up some problems people have been having with installation, and it will streamline the changes...

Comments  (0 - 10 of 169)
Eric_
Eric_ 14hours 42mins ago says: New Comment

Hello. I'm enjoying ZoA a lot! Thank you. I have a question. Is it possible to unload magazines? I have a lot of pistol clips that are filled with bullets but I would rather load them into submachine gun drums.

+1 vote     reply to comment
FatalFunnel
FatalFunnel 12hours 29mins ago replied: New Comment

Here's how you can unload them.

1. Equip them to your belt, like an artifact.
2. press 5, right click
3. To avoid them reloading immediately, switch to either your pistol or your rifle as soon as you hear the "shot" hit the ground next to you.

+1 vote     reply to comment
Eric_
Eric_ 14hours 2mins ago replied: New Comment

Sorry for the stupid question, I found the answer right after :| Thanks again for the excellent mod.

+1 vote     reply to comment
Freeman-BR
Freeman-BR May 21 2012, 9:37am says:

Hi guys, how can i fix mp5 reload sound? Seems out of sync thx...

+1 vote     reply to comment
Freeman-BR
Freeman-BR May 17 2012, 9:08am says:

Problem solved. Stalker WW patch 1.4. The mode is very cool, but the anomalies are invisible and deadly, is a bit annoying. The guys do not die by gunfire, but by bleeding, which decreases the quality of firefights. Where can I increase the carry weight in this mod? Time factor? Removal Body, Monsters.ltx Stalker.ltx ?

+1 vote     reply to comment
TheLastSilmaril
TheLastSilmaril May 16 2012, 10:52pm says:

Ok, with all due respect, **** this mod. I tryed I really did, but on top of having no mini map, the ******* anomolies spawn randomly and are pretty much invisible. This makes the mod completely unplayable, anomolies will even spawn on top of important people or things and can kill you in 2 hits.

+1 vote     reply to comment
WingDingo
WingDingo May 20 2012, 1:15am replied:

I would advise playing it again. It's intended to be harder. I was mad about not having a minimap, but that's what the pda map is there for, to actually function as a map. You can still hear the blips when you enter other peoples range, so you use that to find some cover and wait for them to pop out. The anomolies aren't bad either once you get a detector. These things you shouldn't be mad about. Packs of pseudogiants and blind dogs reaching into the number of 20 are what really **** you off. Also the controllers. They can burn in hell.

+1 vote     reply to comment
TheLastSilmaril
TheLastSilmaril May 16 2012, 9:36pm says:

Is there any way I can put the mini map back up? Im not sure if that makes me bad at this game, but I have grown attached to it. So is there any option to put it back up?

+1 vote     reply to comment
TheLastSilmaril
TheLastSilmaril May 15 2012, 10:23pm says:

Ok, recently started playin STALKER again, and what better way to enhance my gameplay then with a good ol' mod? So i have gone mod shopping and just have a few questions if you dont mind answering.

1.How much new content does this mod add?
2.Am i going to need a super computer to run these graphics enhacement?
3. Can I have other Stalkers follow me? even into other areas and vaults?
4. Can I join other factions?
5. has the arena been modified te let me do more than i could with it before?

Im sorry if all this seems a little demanding or stupid, but these are just some things Im hoping to find in a mod. Thank you in advance for any replies.

0 votes     reply to comment
oszee86
oszee86 May 16 2012, 11:51am replied:

ZoA only compatible with 1.0004 WW patch.. you will have bugs if you play with the 1.0005...

+1 vote     reply to comment
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FatalFunnel
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Released Oct 31, 2011
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