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 26 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 14 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 1,508)
XStrelokX Jul 9 2014, 7:58pm says:

Now I can't disable the Debug Messages and Weather Override, every time I disable them, they keep enabled

+1 vote     reply to comment
XStrelokX Jul 14 2014, 7:45pm replied:

I'm having a crash coming from Agroprom to the Bar, without any log :C

+1 vote     reply to comment
XStrelokX Jun 30 2014, 7:10pm says:

[error]Expression : res!=-1
[error]Function : get_rank
[error]File :
[error]Line : 34
[error]Description : cannot find rank for
[error]Arguments : wpn_remington870

Please help :c

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Jul 4 2014, 3:42pm replied:

Use the xrGame.dll in the core folder.

+2 votes   reply to comment
Moose_Flavored Jun 22 2014, 9:15pm says:

This mod is unparalleled in its bugginess and unpolished features for me. I've never had a STALKER mod crash or bug out as much as this one has.

Starting from a clean STALKER install, I get constant crashes in the Garbage because various weapons are "missing" their "rank" (so says the crash log), they happen at random and so frequently that I have to save every two minutes since I fear the next crash is imminent. What's worse, the AI in the game frequently (and I mean frequently) stops working. Everyone in the entire map stands still, ceases doing any action whatsoever, and refuses to recognize me or move at all unless I speak to them. When fighting in the Car park in cordon, or the bandits in the entrance to Agroprom, or the soldiers in the complex in agroprom, there comes a point where everyone becomes brain dead and stands still for an indefinite amount of time. No reloads or game quits fix it as far as I can tell. So I mow them down one by one and try to move on, specifically at the "save Mole" part, but oh wait, objectives regarding NPCs do not function properly either when this happens!
Finally, the last major bug I notice is that my carry weight randomly increases for no reason, usually after I do a ton of reloading (which also does not seem to function properly some times) and I'll randomly gain half a KG or so with no idea where it came from. Lots of times it happens after I reload a quick save where I previously was underweight, too.
On a non-glitch note, enemy accuracy is insane. Almost as crazy as LURK 1.1. I get headshotted and sniped by their AKs even when I'm 100 meters away, hiding behind cover, barely leaning out, playing on stalker difficulty.

One last thing: Is there any way to disable sun shafts on my end? They look slightly 'off' and bug me.

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Jul 4 2014, 3:43pm replied:

See my comment above about unranked weapons.

+1 vote   reply to comment
strelokgunslinger Jun 23 2014, 3:17am replied:

Playing on Stalker difficulty is the first mistake, most modders balance for Master.


(the second half of this comment was obscene and offensive and needed to be blanked out, sorry for the inconvenience)

0 votes     reply to comment
strelokgunslinger Jun 21 2014, 7:38pm says:

So I've been trying to make ENB compatible with ZoA, im working on a project to do this for all mods, and I've come across an issue and I think its related to the aim down sight depth of field feature and was wondering how I can disable it.

/r2 renamed and ENB enabled:
/r2 renamed and ENB enabled (but aiming down sight):

+2 votes     reply to comment
XStrelokX Jun 21 2014, 7:46pm replied:

Yes that's the problem :/

+1 vote     reply to comment
strelokgunslinger Jun 21 2014, 8:14pm replied:

Then again I believe it is Meltacs dof thats interfering.. but I don't know which file controls that, if I did I could easily upload the preset on my page for it. Will look into it more when I get home.

+2 votes     reply to comment
FatalFunnel Creator
FatalFunnel Jul 4 2014, 3:44pm replied:

DDoF does interfere with it, I had to disable it back when I was testing out ENB in ZoA. I have some screens if you want, but overall I did not like using it and switched back.

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

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Highest Rated (22 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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