For S.T.A.L.K.E.R. Clear Sky, this mod aims to rebalance some stuff and incorporate a few other mods. It is neither intended to be a complete overhaul of the game and nor is there any motivation to update the mod on a regular basis. Chances are that I, as the author, will apply my own personal changes as and when I play the game, and as they are tweaked and perfected then I may decide to update this page with those changes.
For S.T.A.L.K.E.R. Clear Sky, this mod aims to rebalance some stuff and incorporate a few other mods.
It is neither intended to be a complete overhaul of the game and nor is there any
motivation to update the mod on a regular basis. Chances are that I, as the author,
will apply my own personal changes as and when I play the game, and as they are
tweaked and perfected then I may decide to update this page with those changes.
If you wish to use any of the content in your own mod then please feel free to do so.
However, do note that if I have included any other mods in the package then there
may be some random T&Cs, or even audacious “copyright” claims, which you might
need to consider. As for my own personal work, I could honestly care less if you
you put it into your own compilation, so please do go right ahead. So far as I’m
concerned, all rights are held by GSC Game World and/or THQ Inc.
-= SAVE FILE =-
Included is a save game. The player is currently at the neutral base in Cordon with Loners
ready to join. Good to go with upgraded guns, suit, ammo, a few artefacts and $5,000 credits.
Also, it's worth pointing out that when starting a new game the intro has been cut.
Therefore, the first dialogue begins almost immediately. If you take the original quest line,
do not save the game straight away; doing so will probably mean the weather system has
not properly updated and will most likely cause the save game to crash upon loading.
I recommend waiting until speaking with the commander again before saving.
-= ARMOUR =-
Mercenary and Monolith suits added.
Bulletproof cap has been modified (6, 12, 16, 20, +10 up to 80 for Exo).
Attributes have been rebalanced across the board. Generally speaking they are
giving better protection for the player and also the suit itself. The numbers
are much more round and upgrades have been modified accordingly.
There is a now a chance of looting armour. This is entirely random, it is irrelevant as to what
armour an NPC is wearing. They will typically drop something they would normally wear,
but sometimes you might find something else. Generally speaking, better armour is on
better levels. By the way, Freedom and Duty have a 1/500 chance of dropping an Exo!
Do note that the condition of looted armour will be “completely, utterly borken”.
I intend to give each and every NPC a suitable piece of armour. They will never actually
wear it, rather it will just sit in their inventory, and a percentage will be applied for each
outfit as to the chance of it dropping. Currently it is essentially random loot, but this
method would go so far as placing them into their individual inventories. This way,
so long as the NPC spawns then there is a chance that they will drop their suit,
whereas currently it is determined by their community and the map.
Note that no armour will be lootable on Master difficulty.
The attributes list when viewing armour appears to have an error in respect
of shock protection, in that it is displaying the icon and text for impact.
I have changed this to shock, as I'm sure it should already be.
Additionally, I have configured all the armours to offer the same protection against strike
(as in the real value), bullet wounds (I believe this relates to bleeding, not bulletproof)
and explosions, in comparison to whatever the value is for rupture (mutants). Thus, if
a suit gives 25 protection against rupture then it will be the same for grenades. This
applies to upgrades as well, in respect of increasing the integrity; for example, a 20%
increase in this case will gain an extra 5 protection for each relevant attribute.
As for the durability of armour the upgrades will state either 50% or 100%, for first and
second level improvements. This is not a real calculation, it just effectively tells you
that you have upgraded either once or twice.
The number of default artefact slots have been changed for several suits. In particular the
heavy Duty and Military suits may now carry 3 in total. I changed these ones because having
only 2 slots negated their strengths.
-= WEAPONS =-
Weapon durability slightly rebalanced. In particular, the IL has been drastically improved
because it was essentially useless before; it's still the least-reliable weapon but it will
last a lot longer than before.
-= ARTEFACTS =-
Radiation costs and bonus yields rebalanced.
Money values have been changed (2500, 5000, 10000, and 15000).
The Compass gives a bonus to everything, but costs 6 radiation.
Respawn system activated. Untested for now, will keep tabs on it.
Now lootable from NPCs...
Clear Sky, Renegade and Military do not drop artefacts at all.
Bandits sometimes drop level 1, rarely level 2 and never level 3.
Stalkers, Freedom and Duty have increased chances, rarely level 3.
Mercs and Zombies are better still, fairly likely to drop level 2.
Ecologists and Monolith are the most likely of all to drop level 3.
Note that no artefacts will be lootable on Master difficulty.
A new artefact has been discovered, but nobody knows much about it.
All we do know is that it looks like a genetically-modified cabbage.
-= TRADE =-
Sidrovich offers 25% for ammo, 80% for artefacts and also buys food.
Stalker trader prices slightly better for guns, but not too much,
and is also selling better equipment as the faction expands,
including the mercenary suit (but no longer sells the SEVA).
I am yet to configure the faction traders so there will be a few
discrepancies for time being. Only Cordon has been done as yet.
-= UPGRADING =-
The Stalker mechanic in Cordon will upgrade any original equipment.
-= GAMEPLAY =-
Guides are now free. A price will be shown for some destinations; if this
is the case then you will need only have the money available, but it will
not be deducted from your balance.
NPCs are no longer using the standard grenade.
The default maximum capacity has been increased to 75.
The "max load", as displayed on the inventory screen, defines how much the
player may carry before the stamina depletes much faster. By default this
is 50kg, but due to the increased hard carry limit it is now 60kg.
Stamina has been improved. Penalty for jumping and running reduced by 25%,
although it is unchanged where the player is heavily loaded or immobilised.
Standing regenerates stamina 20% faster. Actually, I'm not entirely sure if
this is working properly but it's not causing any problems so I'll leave it
be for the time being.
Better reward for joining the Stalker faction. Instead of receiving a
crappy detector and a few anti-rads, the player is now rewarded with...
1) A modified Stalker Suit. It does not have any default artefact slots, so
can only carry 3 in total, and is also slightly worse off in protection. To
make up for this its money value has been halved (meaning a full repair job
will cost only $1,250), and can also carry 10kg more (meaning it can boost
the capacity to a total of 100kg with the two relevant upgrades).
2) A modified AK74/U. The weapon stats are effectively the same as, if not
slightly better than, a fully-upgraded Viper, and it may use standard pistol
ammo. The cost has been set to $5,000 so that it is more costly to repair,
and it can neither be sold nor upgraded any further.
-= OTHER MODS =-
"Faction Commander", by rgggclp - activate with F1 at the main menu
"Wish Granter", from Complete - activate with F2 at the main menu
"Helios Spawn Menu", by Helios - activate with F3 at the main menu
"OGSM Freeplay", by DEXXX
Allows the game to continue upon completion.
"No Garbage Mugging", by Supernatur4L
The mugging still takes place but no money or items are lost.
Simply open the marked box to complete the mission objective.
"Ammo Sorting", by IG2007
This sorts ammo into full boxes, which not only improves
functionality of the UI but also reduces memory usage as
there would technically be less boxes to render in total.
"Enabling Weapons in Camps", by Helios
"No Intro Movies"