This mod is now out of date, and about to be completely obsolete with the upcoming release of OGSR Gunslinger.
YOU MUST DOWNLOAD THE DATABASE FILES TOO! READ THE FULL DESCRIPTION
OGSR is essentially a standalone expansion of OGSE 0693 on the latest version of OGSR engine, featuring DX11/DX10, all the rendering features of Clear Sky/Call of Pripyat, new quest content, new items/weapons, and more. Integrated with this is a port of OGSE Weapon Expansion Project adapted to this mod, along with a number of other additions and improvements including an English localization. This mod is completely standalone.
DATABASE FILES:
Moddb.com
OPTIONAL TAZ SOUND REPLACEMENT FOR GUNSHOTS:
Drive.google.com
PATCH FOR BEFORE 05/13/2020. Main download includes this otherwise
Drive.google.com
OTHER REQUIREMENTS:
Visual C++ 2017 redistributable:
Support.microsoft.com
OpenAL
Openal.org
And of course Microsoft DirectX end user runtimes which should be installed already if you've ever run Windows Update before.
The official OGSR team:
KRodin , dsh, lordmuzer - engine, scripts.
k01jan - new weapons, equipment.
WASP - textures, testing and more.
Alan Waters - testing.
The English translation used here is OGSE 0693's + the new OGSR content has been translated by me with some help from Charcharo, Aleksandr Gerasimchuk, E'ruiq, and Chocohex. Thanks to Pressure for fixing/improving outfit icons and Osteos for fixing an annoying glitchy aim sway.
OGSR is essentially an unofficial expansion to OGSE 0693. New quest content, new weapons, and all on the latest version of OGSR engine (currently Sept. 9 build) which includes DX11/DX10 and all the rendering features of Clear Sky and Call of Pripyat. It runs better, it looks better, it is better.
It has some new quests here and there but the biggest new questline is the bandit one: You can now join Kulgavy's bandit gang, and what a fun ride that is.
WHAT I'VE DONE TO IT
- Applied OGSE 0693's and OGSE WEP's English translations to it, and translated the untranslated content with the help of Charcharo and E'ruiq and Chocohex.
- Added well over 100 guns from other mods. No models or sounds were made by me.
- Every model and sound for each gun was hand picked after comparing the versions in mods such as New Arsenal 6, NLC 7 Build 3.0, OGSR, Original Weapons Renewal 3, OP2.1 and its Arsenal Mod implementation. I chose the best model for each, and the best sounds I have in my stolen sound repository.
- The same process above went for weapon attachments.
- The end result is approximately 163 total projectile weapons.
- Rebalanced the entire mod. Weapon/ammo performance is as realistic as possible, the economy is slightly less forgiving but nothing like Misery. Yes, dreaded "realism", but actual realism unlike mods like Misery, based on my experience with and knowledge about firearms since unlike most modder kiddies I actually have experience.
- Redid quest rewards so that they're actually rewarding.
- MANY SCOPES USE PICTURE-IN-PICTURE / DUAL RENDER TECHNOLOGY
- Almost all guns that accept optional scopes can accept more than one. This is impossible in vanilla SoC and all mods using that engine, but possible thanks to OGSE and OGSR.
- Fixed poorly written English dialogue throughout the game (but not all of it yet). I am a grammar nazi.
- Wrote all weapon/ammo descriptions from scratch. The original ones are awful and riddled with a poor sense of humor.
- Fixed broken English string references throughout the mod.
- Rebalanced mutants. The goal was to make them, for the most part, realistically durable. Dogs and cats are very easy to kill now, headshots are very lethal against Snorks, etc.
- Restored Duty outfit textures so that they are no longer camouflaged.
- Added Duty's variant of the SKAT for NPCs only. Did the same for the Freedom Beryl from the newer games (replaced the fucking Clear Sky mismatched armor).
- Added PSZ-9Md Universal Protection, Freedom Scientific Outfit, Monolith Scientific Outfit, Steel Helmet from CoP, Sphere-08 Helmet and Sphere-M12 Helmet from CoP.
- Improved armor variety throughout the game.
- Swapped exoskeleton meshes for the originals. Added SKAT exo mesh for the SKAT exo, and you'll see soldiers wearing it in CNPP.
- Fixed numerous bugs inherent to OGSE, including broken quests and broken string references due to incomplete English translation
Docs.google.com
KNOWN ISSUES!!!!!!!!!!!!!!
- STARTING A NEW GAME WHEN YOU ALREADY HAVE SAVE FILES WILL CRASH THE GAME!
- If your game crashes when start a new game, empty out the contents of _appdata_ folder, OR move the _appdata_\all.sav file into _appdata_\savedgames, and try again. And if it still crashes, now run the game and delete all.sav (do not delete it from the folder yourself) and try again.
- DO NOT USE RANDOM STASHES option in launcher! Not only does it ruin progression, it can spawn NONFUNCTIONAL WEAPONS!!!
- Nonfunctional weapons can still spawn in stashes currently, even without random stashes.
- Some icons are fucked up.
- The engine has some issues when a weapon accepts more than two ammo types. Rarely it will limit you to two, and thus require you to drop ammo in order to load another one that might not be loading.
- The above issue affects hand grenades as well; if you have RGD-5, F1, and OG-1 illumination grenades, randomly you might not be able to equip any unless you drop all of one of them.
- Attaching an ACOG scope to the HK416, HK417, and LR-300 (and EOTech on the HK's) will permanently remove the iron sights. The LR-300 can get them back by installing an EOTech. Can't do anything about this.
IMPORTANT NOTES!!!!!!!!!!!
- If you have first person clipping with your arms, use the following command: hud_fov 0.41
- Keep in mind that MANY scoped weapons have BACKUP IRON SIGHTS! You can switch to the sight, or second scope on some guns, using the appropriate key which has a binding in keyboard options. Don't ignore this!
- In the Configuration Launcher, I highly recommend setting stash probability to no more than 30%.
INSTALLATION INSTRUCTIONS (addon version only, those who downloaded the repack should ignore):
- Extract this main zip archive
- Extract the database archive from the other download into the main folder
About Balance:
This is what I've tried to achieve when it comes to how many shots it takes to kill human NPCs:
- Unarmored Opponents (leather/bandit jackets) - My baseline is about 5 shots to the torso to kill them, using 9x18 mm or 9x19 mm FMJ ammo
- Lightly Armored Opponents (Bandit trenchcoats since they wear armor under, low end Duty and Freedom outfits, SEVA suits, low tier grunts) - I want them to be hard to take down with normal pistols, and my goal was to make it take 5-6 shots to the torso from 5.45x39 FMJ and 5.56x45 SS190 to kill them
- Moderately Armored Opponents (Mercs, Berill soldiers, Monolith) - This armor should stop up to .30 caliber FMJ rounds. It should be difficult to bring them down with 5.45/5.56 FMJ, taking up to around 10 shots to do so. But I'd like for 5.45/5.56 AP to take around 5-6 shots to the torso to dispose of them.
- Heavily Armored Opponents (SKATs, elite Exos) - This armor should, to some extent, stop up to .30 caliber AP rounds. Ideally it would take about 5 shots to the torso from 7.62x51/7.62x54 AP rounds to take them down, although it's usually less in practice.
- .338 Lapua Magnum and above should one shot fatally wound any human. .50 BMG API-T should one shot kill any human.
If you have any questions or feedback or just want to get more into the loop with S.T.A.L.K.E.R. modding, join the C-Consciousness discord:
Discord.gg
Holy ****! Can't wait to play it!
If you think it's too hard on novice mode (which is equal to vanilla's stalker mode) then you should probably drop the entire series since almost every mod is harder than this one lol. Sounds like shooters in general are not for you. You must just stand out in the open, not moving and out of cover, trying to shoot guys.
True.
Mod request, less stashes.
It's a bit annoying.
So it is normal that an enemy can shoot me with a shotgun from 50 yards away, but I need like 10 shots with a pistol to kill him?
Comparing it's not normal, but speaking of killing with the shotgun from 50 yards (I don't really know how long distance is it, my country metrics is metre), it's true. Shotgun can hit you from, I think, something about 100 metres with some of shots missing. Most of games is nerfing shotguns, making these in the most totally crappy, inaccurate gunsticks, which from more than 25-50 metres are tottally airsoft and doesn't make any hurt, when long rifles like assault rifles, marksman rifles and some of SMGs (no sniper rifles, it's obvious why) can shoot you from some about 50-100 metres (SMGs), 100-1000/2000 metres (assault rifles/marksman rifles).
About the pistol - if you are hitting him, then it's just about armor as always with mods like Misery etc. where armors are in fact protecting your flesh. If you can't hit guy it's just because pistols are basically short weapons and inaccurate, uneffective on mid/long distances. I know, I was shooting with pistol, simple standing and holding this gun in still position is difficult, can you imagine how would it be moving? No offence if you're good or bad game shooter, I am bad FPS player myself but it's not bad thing, just pro-players often tells you are just bad, try shoot in head etc. Yeah, shooting in head is very realistic (it isn't, standard technique is shooting torso, when enemy has armor jus use some AP ammo).
Why standard technique is not shooting in the head? Because there's a bigger chance of missing?
try to shooting if you can, it's fun and you'll understand (answer: yes)
Does this include the latest OGSR patch from Sept. 20 ?
Yes
Congrats (again) on the release
Thank you!
Gyazo.com
Gyazo.com
getting this after launch.
i downloaded the main and database archive, extracted them both into the same folder.
Gyazo.com
Gyazo.com
any idea what causes this crash ?
nvm, turns out it was RTSS running in the background causing that crash
The 0xc000007b error
Same here. Has anyone found a way to fix this? Tried reinstalling runtimes but no luck.
boredgunner are you still thinking about update the stason174?
Probably not. There's a new version of stason's CoC coming out in the future, better off waiting for that one probably. And as far as CoC goes, the next big repack from me is coming pretty soon: Call of Chernobyl - Back to the Roots. It is CoC 1.5 R7 + STCoP 3.2 on Open X-Ray 64-bit. After the next big update (coming very soon) and a few patches maybe, I'll apply an English localization and try to add Warfare.
Thank you!
Can't wait to play it!
New patch is out. Various bugfixes and it also updates the engine to a newer build. This is linked in the description now and the main download has been updated to include it.
Drive.google.com
it just crashes every time for me. with the new patch still crashes. How do i send the log? or does anybody care?
You can paste the "FATAL ERROR" part of the log here but I'm guessing it's just not installed correctly.
Is there any way to mitigate the performance loss when using PiP scopes? It feels as if I'm losing more than half the fps when aiming.
How did you get the mod to run? I'm missing the system.ltx file It won't start for me.
It started fine for me right after unpacking. Check the archives, maybe they got corrupted during the download.
How to fix missing system.ltx error? make sure all the gamedata.db files are in the main directory. (extracting OGSR-databases.zip creates a folder with those files inside, cut and paste those files in the main directory where the OGSE_Configurator.exe is).
Downloaded the main files and extracted to my Stalker directory. Same with the patch and the database. They all have their own folders. I then went into the OGSR Config to quickly view the settings, and I hit the (launch x64) button to have the message I'm missing the system.ltx file. It should be in the configuration folder but I don't see it. I've looked online for the answer but I'm stumped. Help would be appreciated. Thanks.
It's totally standalone so that's probably the issue. Don't install it over SoC.
boredgunner Sorry to bother you (last time, I swear), but you seem to know a lot about stalker modding.
What's the best freeplay mod for you nowadays (not counting anomaly, I didn't like it too much)?
Thank you!
I don't like Amomawy either for many reasons. Freeplay mods as a whole just kind of bore me due to lack of purpose, but I consider Call of Chernobyl by stason174 to be the best right now. But all are deeply flawed, all are quite unstable in fact. CoC by stason174 has out of memory crashes on 32-bit, and the 64-bit version is just unstable like 64-bit CoC. But it has MLR 8.3 and a Warfare equivalent, no other CoC mod has this.
But Call of Chernobyl - Back to the Roots will take the cake after the next update. It's CoC 1.5 R7 on Open X-Ray + STCoP 3.2, I'll upload an English version after the next update and I think it'll work with Warfare.
Thanks boredgunner!
any way to get the minimap and stamina bar back?
You can get it from the old OGSE WEP
Moddb.com
So it's either full hud with minimap or no minimap at all? Bummer.
Trying to get to the Bar after Agroprom. As soon as I pass the bridge over the trench and start crossing the concrete yard, I get a few lag spikes that last for several seconds, and if I proceed towards the guards and the sandbags the game crashes with the following errors:
I.imgur.com
I.imgur.com
Please post the first "FATAL ERROR" in the log file in appdata\logs.
NEW PATCH fixes the error posted by fartibarfslab. Main download features this now too.
Original OGSE/OGSR HUD for those who don't want to use the minimalist HUD included by default with OGSR WEP:
- Drive.google.com
Patch updated again today, see description. Main download now includes it as well.
Either there's a deeper mechanic or it's a bug.
I can't attach a PU scope to the Mosin despite it's description saying it's for the Mosin.
Seems like you're not using the patch. The description was updated so it no longer says that. The scoped Mosin is a separate gun entirely.
Oh wow, it seems I downloaded the game just hours before you uploaded the patch a day or two ago. Lucky me I didn't progress much. Thanks for the patch.
Hey, is this the right place to post error logs?
Sure, go for it
Is there a fix for the Sid bug where he doesn't reward properly for jobs ?
Nothing yet.
Loving this version however is there anyway of dumping the Colonels briefcase as it's a whole 2.5 kg and that's a lot weight.
nevermind need to learn to read :s
I tried reverting the footstep sounds back to vanilla because it sounds like I'm being followed and every other step is a strange synth noise. After putting the vanilla games footstep ogg files back, it's still not good. What script has changed the footsteps from the original file locations?
It's not a script, it's OGSR engine's custom OpenAL soft (sound engine) implementation. I don't think there's much you can do about unfortunately, not unless you're an expert. With that said I don't have the effect you describe, so it's system dependent.
Thank you, I'll try changing the sound settings. Apart from my sound the mod is awesome. I've been waiting for OGSE to get a pack like this :)