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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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.

HERE IS THE LINK TO THE FIX.
Moddb.com

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.

HOTFIX FOR CRASH IN AGROPROM UNDERGROUND, REQUIRES START OF A NEW GAME.

OUTDATED, USE THIS LINK INSTEAD.

Moddb.com
MIRROR.
Fs06n5.sendspace.com release allspawn.7z

ZoA 1.07.2 Released

ZoA 1.07.2 Released

News 8 comments

The new base version has finally released! Expand this post for links and more information.

ZoA Online Changelog

ZoA Online Changelog

News 13 comments

FatalFunnel and I are now hosting our development changelog in a public Google document (open this post for more, ModDB doesn't allow links in the summary...

I am completely reworking the ammunition system.

I am completely reworking the ammunition system.

News 1 comment

A while back I noted that I would work on changing boxed ammo into spawn item, and that it would add more space in the current ammo configs. One of the...

ZOA is 2 years old.

ZOA is 2 years old.

News 4 comments

It has been officially 2 years since I released this mod, on October 31st, 2011, and it has gradually improved since then. Along the way I have had plenty...

Crash fix for af_podmena

Crash fix for af_podmena

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

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

Full Version 31 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

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  (660 - 670 of 1,537)
Guest
Guest

this is THE #1 MOD for ShoC ! I love it man, but when I turn down the graphics it stills runs kinda slow :(. Vanilla isn't like that for me, is there any way you could release a version without the graphical enhancements, or is that too much work?

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loner85
loner85

You can try to install the mod without the "textures" folder I guess...

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TKGP
TKGP

Not unless you like crashing on load.

@Guest: Using Shaders MAX with the "full performance" preset should help considerably. You can also download DDSOpt and scale down some of the textures, but make sure you don't touch the ui files or anything that's partially transparent.

Beyond that, ZoA has a lot of script overhead and there's not much you can do about that beyond just buying a better CPU.

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Guest
Guest

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slipkid69
slipkid69

Hi real nice mod, thoroughly enjoying it. Could you tell me if there are any mods that are compatible graphically speaking so that i could have the textures larger, and are there any shader mods that would be compatible to introduce motion blur?

cheers.

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TKGP
TKGP

Any texture packs should be fine as long as they don't touch any of the configs or scripts. Shaders are completely replaceable now that NV is abstracted out to .ppes, so feel free to put whatever you want in there. Personally I play with Shaders MAX.

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slipkid69
slipkid69

Thanks for the advice.

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Jubelu
Jubelu

Ah, thank you FatalFunnel, for having considered such an option. I am playing both your mod and the original AMK1.4.1. Waiting for your next release.

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FatalFunnel Creator
FatalFunnel

The next "full" release of the mod, as in another build, won't be released until well after 1.07.1 will be finished. In which case I am planning to have other locations added, so adding a companions scheme to it would be pointless.

Instead companions would have to be ported as an addon for 1.07.1.

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rocketeer1962
rocketeer1962

Hi! a question, i have the retail version. What patch do i use?

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TKGP
TKGP

1.0004

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Jubelu
Jubelu

Hey FatalFunnel can you make npc follow player in the next release?

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FatalFunnel Creator
FatalFunnel

I was working on merging the KZ companion scheme for a while, it involves merging in a whole bunch of scripts, it's not going to make it in the next release because the new build of ZoA will have a modified game_graph, but it could be intended as an addon to 1.07.1.

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FatalFunnel Creator
FatalFunnel

Standalone version of the mod you mentioned: Fs04n1.sendspace.com

Author is KamikaZze.

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S.T.A.L.K.E.R. Shadow of Chernobyl
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Oh my god I just want to sit in the bar and load magazines all day what have you done.

Nov 11 2012 by Your_Bff_Thomas

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