The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:

  • Realistic ballistics.
  • An expanded arsenal of weapons.
  • Improved AI.
  • An expanded and embellished storyline, from the original Shadow of Chernobyl, while preserving the original core plot.
  • New levels.
  • New characters.
  • New quests.
  • An artifact detection system, and new artifacts, with old artifacts having altered properties
  • A realistic implementation of night vision, weight, sleep, and possibly weather even affecting the actor.
  • Many visual improvements over the standard SoC, and AMK.
  • Vastly increased difficulty.
  • Optional freeplay with the ability to traverse every level of the game, and join any faction.
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16 comments by FatalFunnel on Oct 31st, 2014

Recently I had help with fixing one of the major crashes that has been plaguing the mod, which is related to one of the artifact detector scripts and NPCs interacting with it in an unstable manner.


Aside from that, today I finished uploading all of the images that detail the changes I have made to every artifact in the game, and also the new artifacts that I have added. Next up is to write a unique description for each of them, and to place new spawn positions and anomalies on the game maps, (This will also require heavy all.spawn editing.)

Other changes being worked on at the moment are changes to actor satiety and food. The player will get hungry more often, though I'm constantly adjusting the satiety rate so that it isn't MISERY-tier. Ultimately I would also like to work on a system for making food spoil after several days, or contaminated when the player takes it into anomalies, which is far more sensible than simply increasing its price or making it rare. The end result of this hopefully, will mean that the player will have to stockpile food in the advent of an emergency, such as for example a blowout, and certain areas in the game will be difficult to procure food in.

Another thing on my table, which I have not fully started work on, is to merge in some new weapon models and add a few new weapons into the game, but I've left much of that work on hold until recently.

After these are done I can finally get to work on overhauling the armor damage system, which will be prototypical at first, and if that is successful, anatomical armor will be implemented. And of course a few other, minor changes.

Ultimately though, the next update could possibly be the last for this current build. I have plans to move onto bigger and better things with ZoA, which I see as being much different than how it is now in the future. Consider many of these features as a proof of concept for things I'd love to add to a more ambitious project.


MIRROR. release allspawn.7z

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Crash fix for af_podmena

Crash fix for af_podmena

Oct 31, 2014 Patch 1 comment

This fixes the item drop crash related to af_podmena in bind_artefact.script by disabling that portion of the script. As a result, artifacts no longer...

all.spawn fix, July 25th, 2014

all.spawn fix, July 25th, 2014

Jul 25, 2014 Patch 7 comments

Fixed a problem with the hotfix all.spawn being antiquated and lacking the level changers in the release version. The all.spawn used is now the release...

Zone of Alienation 1.07.2

Zone of Alienation 1.07.2

Apr 20, 2014 Full Version 26 comments

Zone of Alienation 1.07.2 (base version); this is a torrent file, see description for more information and DDL link (if you prefer).

Alternate Arm Textures

Alternate Arm Textures

Sep 21, 2013 Players Skin 14 comments

This is an archive of various different arm textures for each faction. Download it if you want to change how your arms look.

Post comment Comments  (240 - 250 of 1,508)
allangb Mar 3 2014, 4:54pm says:

Hi, can you please make an "optional" file making the "Invisible anomaly" more visible? Or make it do more "bass" noise so it is easier to at least avoid it. Only thing that is making me very frustrated is dying because of this annoying feature of the mod... Thank you!

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Mar 3 2014, 6:02pm replied:

Try not running.

But in all seriousness, only 1-2 types of anomalies out of the several types in the game are technically invisible.

+1 vote   reply to comment
DemonicNoms Mar 1 2014, 6:36pm says:

Quick question, Nimble died and he didn't have the flashdrive on his body, what do i do?

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Mar 3 2014, 6:03pm replied:

Seems like someone might have looted it from him.

Try loading an earlier save.

+1 vote   reply to comment
CrimsonBloodGaming Mar 1 2014, 8:53am says:

So, I have a small issue. Both the 5.7 and the .45 suppersors have no icon in the inventory menu, it's still possible to interact with them but it's a hassle to find them, is that a problem on my end or something that will be patched? (there may be more invisible suppersors but i have not seen any)

+1 vote     reply to comment
TKGP Mar 1 2014, 9:59am replied:

Something that will be patched. There are a few items here and there with missing icons, they should all be fixed in the next version.

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Mar 3 2014, 6:04pm replied:

Yeah I have to fix this, the other suppressor types should be next to the existing ones in the inv map.

+1 vote   reply to comment
Guest Mar 1 2014, 1:32am says:

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TKGP Mar 1 2014, 10:02am replied:

If you're certain you're following the steps correctly, then yeah, you will need to start a new game. Have you ever picked up a player-placed stash (by pressing take all)? If so, that's what caused it, and I recommend not picking those up until the next version fixes that bug.
Sorry about that.

+1 vote     reply to comment
Chernoshka Mar 1 2014, 4:46pm replied:

Thanks for replying so fast :D
I'll be looking forward to the next version.
In the meanwhile, I will enjoy my unlimited ammo glitch (When I unload a weapon that has a mag in it, I get number of fully loaded mags corresponding to how many bullet is in the gun, so which ever gun I use I get unlimited ammo!)

+1 vote     reply to comment
TKGP Mar 1 2014, 5:39pm replied:

Ah, yeah, that's the stash thing. If you do start a new save you can still use player-made stashes, just don't ever press the take all button.

+1 vote     reply to comment
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Release Date
Released Apr 25, 2013
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Highest Rated (22 agree) 10/10

Oh my god I just want to sit in the bar and load magazines all day what have you done.

Nov 11 2012, 11:10am by Your_Bff_Thomas

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