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  (70 - 80 of 1,522)
fluschy Aug 16 2014, 5:27am says:

is there a way to get a hud? health, armor, ammunation and stuff....i really prefer to play with that...

+1 vote     reply to comment
jrgl_cuchallain Jul 31 2014, 1:51pm says:

Are you aware that certain ammo variants are excessively heavy?

One of the 9mm AP rounds is 20x heavier than normal and the ak74 tracers are 30x heavier than normal.

This pritty much makes them unusable.

+1 vote     reply to comment
RaptorJesus556 Aug 1 2014, 9:50am replied:

I've noticed this as well.

+1 vote     reply to comment
jrgl_cuchallain Aug 1 2014, 2:10pm replied:

I think it might be an issue with it inheriting the 'box' of ammo weight (since the boxes contain 20-30 rounds).

Don't know enough to be sure.

Their weight also disappears if loaded into a mag.

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Aug 28 2014, 8:22am replied:

I'll look into this.

+1 vote   reply to comment
jrgl_cuchallain Jul 31 2014, 2:16pm replied:

I also can't find the night star (north of the car park?).

I'm probably missing something obvious.

+1 vote     reply to comment
nosnix64 Jul 29 2014, 11:30am says:

Why no Hud ?

+1 vote     reply to comment
RaptorJesus556 Jul 27 2014, 9:35pm says:

A post I made on the ENB mod page.

I'm getting this game breaking bug. I know it's directly related to the ENB addon. If I remove all ENB/SweetFX related files, or leave the Shaders file unchanged, the problem ceases. Though if I don't remove/rename the shaders file I lose all ENB effects and they're replaced with the original shader files. It has run perfect smooth up until this point. This crash occurs when I approach the Bandit base in Dark Valley.


[error]Expression : fatal error
[error]Function : CResourceManager::_GetBlender
[error]File : E:\stalker\sources\ trunk\xr_3da\ResourceManager.cpp
[error]Line : 49
[error]Description : <no expression>
[error]Arguments : Shader 'effects\shadow_world' not found in library.

I've located the shadow_world file under the R2 folder. Of course for ENB to be enabled this folder has to be commented out. Any suggestions?

+1 vote     reply to comment
RaptorJesus556 Jul 27 2014, 9:40pm replied:

BTW, the mod has run bug free up to this point. I know in the past there were some qwerks with weight and magazine management. The gun play is by far the best of any STALKER mod, or most any other shooter I've played for that matter. That's what really draws me to this mod. Thanks guys.

+1 vote     reply to comment
locualo Aug 20 2014, 4:21pm replied:

but weapons configuration is very messed up and illogical, for example why mosin nagant sawn off has more accuracy than the normal one? everything is absurd and random

+1 vote     reply to comment
DarkMajor21 Aug 23 2014, 2:38pm replied:

What I noticed is that even though the stats say that its not really true, especially at longer ranges.

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

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Highest Rated (24 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

First Person Shooter
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Zone of Alienation mod
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