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  (70 - 80 of 1,537)
Guest
Guest

I threw an urchin artifact into a burner anomaly. when I come back later to get the transmutated artifact, my game crashes to desktop, please help.

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FatalFunnel Creator
FatalFunnel

PM me your crashlog.

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Meowjar
Meowjar

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

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FatalFunnel Creator
FatalFunnel

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

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Meowjar
Meowjar

I think I am :/

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[TZP]SeeZ0
[TZP]SeeZ0

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

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Meowjar
Meowjar

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 :/

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nickslayer13
nickslayer13

Any way i could get the UI to work in 800x600?
POS laptop here and higher resolutions give me terrible FPS

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pecheurman
pecheurman

hey, first of all thank for your great mod.
2 people who have crash "without log like fatal error at end"
YOU NEED to do this Puu.sh
is not hard...
after that you don't have crash anymore(if you have do it again).

3. if people want to play for the story...DON'T PLAY THAT MOD SIMPLY AS THAT, but i'm sure many of you already do the story so you don't need it.
(is not impossible to do the plot, but is hard, because have many bug(like when i go in yanter the mission wich i need to help the scientist is completely bugued after you speak to the scientist is not doing anything(and i try to do the lvl again like 5 time...) and thing like that.

so the best in to join a faction and clean the zone :P.

but anyway you do not need the plot because the game is in freeplay from the start you can go anywhere.

(the only thing that disappoint me personnaly is when ennemy get "stuck"
they don't shoot you because they already focused on another target, and i never see that on a stalker. maybe fatalfunnel you have a solution?

also the zombie don't attack me i don't know why?...

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pecheurman
pecheurman

for the ennemy they get "stuck" is in most of the combat...
but I will try to see in the log maybe have something
but if you have a solution it will be very nice.
and for the zombie too...

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Skidbladnir
Skidbladnir

Where/How can i change the amount of cash loot?

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S.T.A.L.K.E.R. Shadow of Chernobyl
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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 by Your_Bff_Thomas

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