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  (60 - 70 of 1,534)
CZelednikov Oct 4 2014, 7:14pm says:

Also weapon stats in description in the game do not match with real numbers.

For example Fort 12 has 2 times bigger damage MP443 and much bigger then AKM according to ingame description(from what I saw in config files Fort 12 has same damage as MP443 and much lower then AKM).

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Oct 13 2014, 4:21pm replied:

Simply put, the damage graph is misleading, it only measures the hit_power value of the weapon itself, without taking its ammunition into consideration. The weapon damage is a multiplier of the bullet damage, and frankly I have thought of removing it from the game altogether to end this confusion.

They were designed with vanilla hit_power values in mind.

Every weapon in ZoA has had its hit_power changed, and not only that, but each of the various forms of ammunition for that weapon also have different k_hit variables, so even individual weapons in the game can have completely different damage depending on which ammo you use for them.

+1 vote   reply to comment
CZelednikov Oct 4 2014, 6:02pm says:

Very good mod exept few weapon bugs I have found so far:

-PB pistol has INCREDIBLY low rate of fire although in config file everything seems fine. RPM is fine but it seems it takes a lot of time to be ready to fire again since sights are messed up for a while after first shot.
-Double-barreled shotgun has bad aiming position, also visually the guy always loads only right barrel.

That's so far all I found from the beginning of a game. I'll let you know if I'll find others.

+1 vote     reply to comment
DazLitser Sep 30 2014, 9:00am says:

My game consistently crashes whenever I try to approach the rookie village after getting out of lab X18. The crash log is blank. I have applied the all.spawn patch before. Any help?

+1 vote     reply to comment
DazLitser Nov 1 2014, 1:10am replied:

Never mind; it relates to af_podmena thing, got it fixed myself.

+1 vote     reply to comment
Crumar Sep 21 2014, 9:23pm says:

<never mind i fixed it>

+1 vote     reply to comment
Guest Sep 18 2014, 4:46pm says:

This comment is currently awaiting admin approval, join now to view.

FatalFunnel Creator
FatalFunnel Sep 21 2014, 6:26pm replied:

PM me your crashlog.

+1 vote   reply to comment
Meowjar Sep 3 2014, 9:32pm says:

Hi, I have a huge bug
Most of the mission NPCs that you need to follow (Proffesor Kruglov, Asistant Semenov etc.) don't do anything they just go into a battle position, they look like they will shoot something but they dont do anything , they just get stuck in that position and I can't continiue my mission, I have the allspawn fix and I still cant fix my problem , Also I'm running a Steam version of the game with Patch 1.0006

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Sep 4 2014, 5:08pm replied:

Are you using the xrGame.dll from the core folder? This sounds like an unranked weapon bug.

+1 vote   reply to comment
Meowjar Sep 7 2014, 3:07am replied:

I think I am :/

+1 vote     reply to comment
[TZP]Scavenger Sep 7 2014, 4:47am replied:

Re-load save. This can happen in any mod. Sometimes less, sometimes more often, but it should work.

0 votes     reply to comment
Meowjar Sep 7 2014, 6:25am replied:

I fixed the problem by re-instaling the mod and now it works, It seems like I didn't use the xr.Game.dll from the core folder :/

+1 vote     reply to comment
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Release Date
Released Apr 25, 2013
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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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