Full release of the S.T.A.L.K.E.R.: CRA Project for S.T.A.L.K.E.R.: Clear Sky (1.5.10). The base installation of this modification without any patches applied.
The full release of the Classic Reanimated Armaments Project for S.T.A.L.K.E.R.: Clear Sky (1.5.10).
IMPORTANT NOTICE:
- Please make a backup copy of your gamedata folder before you use this mod. A new save game is recommended when using this mod.
ADDITIONAL NOTES:
- Ever wanted to play S.T.A.L.K.E.R.: Clear Sky with HUD models from S.T.A.L.K.E.R.: Shadow of Chernobyl? Ever wanted the resources to port these HUD models to newer platforms and S.T.A.L.K.E.R. modifications? Look no further; the Classic Reanimated Armaments Project has exactly what you need!
- Also known as the Classic HUDs Project. Officially published as the Classic Reanimated Armaments Project (or C.R.A.P.).
- Brings Shadow of Chernobyl HUD models and animations to S.T.A.L.K.E.R.: Clear Sky. Also affects detectors, grenades, bolts and the player's knife.
- Useful as a modding resource as well as its own product. Play it right out of the box or use it as an outlet to port additional weapons from mods based on S.T.A.L.K.E.R.: Shadow of Chernobyl (SoC) and similar platforms such as the STALKERSOUP mod (made by TecnoBacon), bringing them over to newer platforms.
- Mod page created (as stated above) to provide an outlet for modders to port weapons from SoC and SoC-based platforms to newer platforms such as CS and CoP (and mods based on these). Also allows users to experience playing S.T.A.L.K.E.R.: Clear Sky while keeping that SoC feel to it.
- New game highly recommended.
NOTABLE ISSUES:
- Minor clipping issues may occur at high field of view (FOV) settings.
- The AKM-74/2 and AC-96/2 (also known as the Obokan or Abakan) cannot accept underbarrel grenade launchers while this mod is installed. This is due to the absence of a bone (a part of the weapon model) called "wpn_launcher", excluding the quotation marks. This issue is present with both models. After attempts to add this bone to each of these two models manually, attempts to rename bones and recreate these models, attempts to bypass this issue have been unsuccessful. In response to this, I had to cut the upgrade tree for the AC-96/2 (as it includes an underbarrel grenade launcher option). Also, both of these weapons have had their config files altered so they cannot use underbarrel grenade launchers (prevents players from accidentally crashing their game with this error). My original plan was to also have the original versions of these two guns remain as unobtainable world models (as this mod does not alter all.spawn data for levels) while two newer identical versions of these weapons could pose as the originals, circumventing the crash detailed above to the best of my ability. Through testing, no new configs are required as the removal or any attachments (including underbarrel grenade launchers) already take effect on these weapons when found out in the game world (found from checking the lockers in Lab X-18). Updates will be published if a fix is found. Dated 07/07/2023.
- Some muzzle flash particles may be positioned in an odd fashion (rotated, not in line with the equipped weapon, etc.). This only affects HUD models, those displayed in first-person. The reason for this is due to the fact that the SoC weapon HUDs were not designed to work on newer platforms such as CS and CoP. Particle effects have not been altered in this regard via the particles.xr file as this can cause crashes (namely due to absent particle effects, especially ones related to in-game weather).
- The particles.xr file that comes packaged with this version of this modification is essential as it includes a ported shotgun particle effect (ejected spent cartidges, ported from CoC) used for the Chaser 13. This wasn't initially included in S.T.A.L.K.E.R.: Clear Sky. If you no longer wish to use this particles.xr file, then please refer to the w_wincheaster1300.ltx file for this weapon and apply a set of colons (the ";" symbol, without the quotation marks) right before the "shell_particles = weapons\generic_shells_shotgun_new" line (line 166), so it reads ";shell_particles = weapons\generic_shells_shotgun_new" instead (also without quotation marks, both before and after you make this change). This will ensure that the game does not read this line of code, preventing a crash upon calling for an absent particle effect.
***IF YOU'RE PLAYING THIS MOD AS IS WITHOUT CHANGING THE PARTICLES.XR FILE, THEN DISREGARD THE INFO ATTACHED TO THIS BULLET POINT!
- Had to change all in-game firearms to primary weapons; this prevents players from wielding detectors and pistols simultaneously with this mod installed, resulting in players having "three" hands as opposed to two. The reason for this is because SoC weapon HUD models were not designed for players to hold pistols and detectors simultaneously. Holding bolts and detectors/the knife and detectors simultaneously is not affected by this. Players would also have to manually equip their pistols and rifles, all of which will be accessible (once equipped) by pressing the draw/holster button for primary weapons (it's 3 by default).
- Through testing, I've found that players' games may not allow them to equip a detector when holding a primary weapon, mostly pistols. To fix this, simply holster your weapon then press the button that you have mapped to draw/holster your detector (it's O, as in the letter "O", by default).
INSTALLATION:
1. Extract the .zip or .rar file for this mod. After that, copy the gamedata folder and paste it in your S.T.A.L.K.E.R.: Clear Sky directory where your gamedata folder should be. Make sure to back your files up!
2. Remember to have fun with it! Please tell me about your experiences with this mod.
14/11/2023: Noticed a couple of minor issues with this version of this mod. Nothing that breaks the game, but may cause some slight inconvenience during playthroughs of CS with this mod installed (at present, these issues have not been found with other versions of this mod). These are the following:
- Additional weight string for artifacts that boost the player's carry weight is missing. Does not cause a crash, but instead displays its technical string (i.e. st_ui_carry_weight_boost, etc.).
- A CTD (crash to desktop) occurs when selecting the Tunder S14 via technicians in the upgrade menu. Possibly linked to the whole bones issue that I had explained in the readme.txt file for this mod and its other versions (TL;DR - the AKM and Abakan cannot have grenade launchers attached to them; however, this doesn't affect NATO rifles). As stated, this causes a crash. Might have to remove the upgrade tree altogether for the Tunder S14 until a fix can be found.
- Lastly, this is a minor issue; the overall dynamics of gunplay can be altered by the choice of weapon that NPCs have. Furthermore, with the base version (v1.0) of this mod installed for this game, one may find that many stalkers may prefer to use pistols during the later stages of the game. This is due to me moving all weapons to the primary weapon category to make this mod work properly (this mod uses SoC hands and these are not designed for players to use pistols and detectors simultaneously; as such, I had to move all pistols to the primary weapons category to prevent this, leaving bolts and the knife unaffected).
If I make any changes in the meantime, I will upload them as patches in the Files section of this mod's page as to not overwrite the v1.0 versions of this mod. As with all of my larger mod projects (just like this one, the CRA Project), all patches will build upon one another unless stated otherwise (i.e. v1.2 will have all of the features of v1.1, etc.).
Other than that, happy hunting, stalkers! :)
Released a patch to fix the first two things I've mentioned above (the Tunder S14 crash and the text string bug). It's now available here: Moddb.com