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 30 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 15 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  (50 - 60 of 1,534)
Guest Oct 28 2014, 5:03pm says:


is SO awesome.
i take more fun playing that mod than lost alpha(wich i waited so many time and keep thinking is a awesome "mod) but your mod, have think i clearly waited for a stalker game.

i hopping you will release a fix soon,(but take your time).
the only big probleme in the game right now, is the ennemie stoping fighting, and the bug(wich connected with the stop fight bug) with the class weapon.

but for the crash it can be fixed.

i hope you succeed to fix that bug. and thank again for continuing spending your time on the mod.

+2 votes     reply to comment
FatalFunnel Creator
FatalFunnel Oct 31 2014, 1:03pm replied:

I released a fix just a few moments ago.

I'll be posting a news article some time today about that, and about the state of the patch I'm working on.

Mod isn't dead, it's just been in extremely slow hibernation for some time, but work is getting done on an update.

+3 votes   reply to comment
pecheurman Nov 1 2014, 7:40am replied:

i wanted to add karma but is did the reverse xD, a bug of moddb....

+1 vote     reply to comment
pecheurman Nov 1 2014, 7:24am replied:

yeah is see it, nice.

(i was allowing npc to drop artifact after death(0.01 for most of the artifact possibility to spawn on death body)

so i wasn't a really big problem for me, but is good for crash fix...
and happy birthday for your mod!! :P 3 year now!

(it me the guest...:) )

+1 vote     reply to comment
SoloWingPixy Oct 27 2014, 1:22am says:

Has anyone had their game crash at Agropom (surface, not underground) and gotten this in the log?

***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
Reduce pixel density (worse) or use more vertex lighting (better).

My monitor is a 1200p and I enjoyed the previous version of this mod at that resolution and kind of hope I won't have to lower it. Also, shouldn't a crash say FATAL ERROR and not just FATAL?

+1 vote     reply to comment
autisticg41413049097 Oct 11 2014, 1:41pm says:

When i try and open the zip file with Zzip i get incorrect command line error... not sure what im doing wrong lol

+1 vote     reply to comment
Raging_Asthma Oct 10 2014, 12:45am says:

I'm sure this might have been brought up before, but was it an intentional design choice to make all body armor out of paper?

This is most noticeable towards the end of the game when you're facing Monolith in the Red Forest, but it feels like no matter how high-end armor you are wearing, two shots can degrade that armor by almost one half.

I can understand that maybe it could be explained away that all monolith are using AP rounds or something. Or maybe this is designed to instill the idea of "don't get shot, ever" into the mind of the player. But when I'm wearing an exosuit in CNPP and a monolith completely wears down my armor with 5 shots from a sig p220 pistol, seems kinda silly no?

+2 votes     reply to comment
FatalFunnel Creator
FatalFunnel Oct 13 2014, 4:13pm replied:

I've considerably increased the duration of armor in the game, but I've still maintained it at a low durability due to the fact that ceramic body armor shatters in order protect the wearer.

I already have some special types of armor in the game that degrade at a slower rate, and I could probably extend that to certain armor types being of a polyethylene-type construction instead of a ceramic type, which is both more durable, and lighter, at the cost of offering less protection.

It is intention that late in the game the degradation of armor becomes more problematic. I have other intended problems unique to journey past Red Forest Pripyat, particularly with an added trouble of finding edible food and medical supplies from dead Monolith fighters.

+1 vote   reply to comment
CZelednikov Oct 5 2014, 11:26am says:

I also believe that AKM and AK recoil should be much higher then AK-74 recoil... like MUCH higher. AK-74 has close to no recoil in real life, but in the game I find recoil of these two guns quite identical.

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Oct 13 2014, 4:17pm replied:

The 7.62x39 AKs used to have significantly more recoil in earlier patches. I could take a look at giving them new values.

I do not find them to be identical. The AK-74 has far less recoil, except for the folding stock variant, which has moderately less, and the AK-74M has the least.

+1 vote   reply to comment
CZelednikov Oct 14 2014, 4:23pm replied:

OK, just for making recoil difference clear -
Recoil energy of 5.45x39 is 3.39 J.
Recoil energy of 7.62x39 is 7.19 J.

7.62x39 rifles should kick around 2 times more.

Good luck with this awesome mod! :)

+1 vote     reply to comment
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Release Date
Released Apr 25, 2013
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130 votes submitted.

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Highest Rated (25 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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Zone of Alienation mod
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