A group of stalkers, for the first time, reaches the very heart of the Zone-the Chernobyl Nuclear Power Plant-and triggers a cataclysm on the brink of a catastrophe. An immense blast of anomalous energy transforms the Zone: the once reliable and relatively safe roads are no longer so, the landscape is wiped clean by outbursts of anomalies, and previously unknown areas appear on the Zone map. Stalkers and expeditions perish or end up isolated within the lost territories.
UPDATED 06-30-2018 (--New Game Required--) A reworked version of STCS Weapon Pack 2.6.3 Merged with SRP 1.1.2 Additions of some features, fixes, changes. Read the description for more details. Compatible version of CS Dynamic Hud for STCS 2.6.3 Redux is linked below.
This is a reworked version of STCS Weapon Pack 2.6.3 - Link to STCS Weapon Pack 2.6.3
It has been merged with Sky Reclamation Project 1.1.2 - Link to SRP 1.1.2
I recommend you read the included "SRP v1.1.2 - Readme.txt"
Compatible version of CS Dynamic Hud for STCS 2.6.3 Redux is available here.
Lots of changes and fixes, and a some additions have been made in this version of STCS.
Please read the entire readme so you will have a better understanding.
UPDATED 06-29-2018 (New Game Required)
In this update:
-Added Kar98K Rifle + ZF39 scope(+ 7.92x57 Mauser ammo)
-Added Aug A2 Rifle + scoped versions
-Added Galil Rifle scoped versions
-Added SKS Rifle (you cannot upgrade the SKS or K98, I left it this way on purpose.)
-Made new inventory icons for all of those
-Edited a bunch of weapon config files with the wrong ef_weapon_type, causing the AI/NPC's to fire automatic assault rifles more like sniper rifles.
-Edited the Bolt's config file with the wrong animation_slot, causing a T-pose, in 3rd person.
-Fixed the Colt 1911 Kimber not having it's installed upgrades
-Fixed the screwy models_lightplanes.s file, causing lightplanes shaded reticles and flashlights to show black or with a black outline when playing with static lighting (DX8) only. (this was my fault)
-Added a fixed mesh with edited animations for the Vanilla Clear Sky issue of the Red Forest bridge not lowering all the way or aligning properly. (It does now)
"• The bridge to Limansk in the Red Forest does not align properly when lowered, which in rare cases causes NPCs to never reach the other side." - SRP notes
-Edited 3rd person positioning of the sawed off "obrez" toz-34 + toz-66
-Edited 3rd person positioning and fire points of the remington870, mossberg590, MP-133, Toz-66 full
-Replaced SR25 shoot sounds so it's not using the M16's.
-Updated trader files and mechanics files for new sections
-Edited some other textures and bumps
-Edited some moving and sprinting hand animtaions as well
-Added "RU" the the end of the value when money is exchanged/found for news_manager.script
-Added Optional STCOP scope crosshair textures
-Added a warning for the SRP Optionals "DX10 Patch", instead of removing it completely.
UPDATED 05-25-2018
In this update:
-Fixed the Unique VSS Vintorez not having it's installed upgrades or it's own description. Updated hud positioning for it so the scope aligns better when aiming.
UPDATED 05-22-2018
In this update:
-Added script fix for a rare crash "\sr_bloodsucker.script:428: attempt to index field 'npc_squad' (a nil value)" - Thanks to Shoker/Shoker mod team
-Replaced the Gauss weapon model with one from AO 3.1 which has a PKS-07 scope, better texture for the scope and better animations. Made new inventory Icon for the Gauss.
-Replaced the PKS-07 scope crosshair texture with one from STCOP, but slightly edited.
UPDATED 05-06-2018
In this update:
-Added placeable backpack stashes, a marker is placed on your map once a backpack stash is made. Sold at traders and rarely found in stashes.
-Added the Outfit bug fix (see readme) - Big thanks to Artos + Shoker
-Added silencer to the GSh-18 pistol models, updated the config file.
-Added icons and English descriptions for the takable explosive barrels. Added missing mesh for one of them.
-Added a new hud arm mesh and texture for the Bulat suit so it doesn't share the same arms with the Berril
-Edited stash contents for most levels, nothing too drastic. Repair toolkits and backpacks can now be found in stashes.
I have tested this and fixed any bugs I came across. However, if you encounter any please post in the comments with the end of your crashlog or a pastebin link to your crashlog. Thank you.
The scope system has been fixed, all weapon addons work as they should.
All AC11090, Kobra, EKP, EOT, C-more scopes and the G36 integrated weapon scope use the lightplanes shader with the reticle manipulated in the animations. (The only weapon sights using the selflight shader are two pistols (FNX-45, Deagle with Docter sight)
If the weapon's skeleton did not have an available bone to use for this, a new bone was added to the skeleton and the weapon animations, new animations + hud models were re-processed through the SDK.
While in the process of this, I also fixed some models that lost their smoothing in some areas making some faces look jagged when they shouldn't be.
This was most notable on the hud models of the 9A-91, GSh-18, Beretta, Colt kimber, Scar ironsights, some Sniper rifle scopes/lenses.
•Other changes, additions, fixes:
Edited a ton of ironsights and sight coordinates for the new default FOV (75)
The SVD and SVU now use ironsights by default, and can accept both the PSO and the PSO1M21 scope.
The 9A91, AS Val, SR-3M Vikhr, VSS Vintorez rifles can now accept the PSO scope as well as PSO1M21, 1P29, EKP, Kobra
The VSS Vintorez now uses ironsight by default
Added Sleeping bag + Repair kits
Added Loot money addon
Added item usage sounds, so when you use a medkit, bandage, drink vodka/energy drink, use antirads, eat food, their sound is played.
Added/merged in the "reduced grenade spam" SRP optional
Added run through water gamemtl.xr
Added a better flashlight
Added fix for static lighting renderer not showing lightplanes shaded reticles correctly.
Added transparent inventory texture
Added some replacement textures, the PP-2000, SV-98, G3, PKS-07 scope, WA2000 scope
Made some new models for up2+nimble weapons
Translated spawner mod file, added items to spawner, see Optional folder.
Edited a number of audio files that were not commented, commented incorrectly, or had audio distortion/clipping.
Added a number of missing textures for particles and ground/grass for levels.
Edited shell and fire point positions for 3rd person view/NPC's
Edited scope zoom factors (see gamedata\configs\weapons\Zoom Factors.txt)
Edited the descriptions a bunch as well. Only edited the English text files.
For even more details, please read the included "READ ME!!! - - Install Order.txt"
♦ Credits+Thanks ♦
Shoker and Shoker weapon mod team
Decane
Alanberserkrose
Gaz1k
SkyLoader
_Priscal_
thales100
Sin!
NatVac
Den-Stash
Starter
Millenia
Lancew
Bangalore
Macron
Alundiao
Borovos
All others invloved in the creation of STCS 2.6.3
GSC
And a TON more than listed here, please read the included "Credits and Thanks.txt" for a full list.
~~Q & A~~
Q: Is this compatible with Complete or Misery, or Arsenal Overhaul?
A: No.
Q: What is this compatible with?
A: A list in the readme file for all the ones that should be 100% compatible, such as Atmosfear V1.3, Absolute Nature 2, Clean Hud, Clear Sky - 5.1 Surround Sound Enabler, anything else will probably have to be merged.
Q: Can I change my FOV?
A: Yes, there is a folder included labeled "FOV OPTIONS", it has FOV options for 55, 67.5, 75, and 90.
Q: Will you be updating this?
A: I might add some more weapons in the future, nothing promised and not soon.
Q: Will there be a port to Call of Chernobyl?
A: Most likely, but have no ETA. Depends on time constraints, life, etc.
Q: Why did you name it STCS 2.6.3 Redux?
A: I wanted to keep the name as close to the original as possible, and honestly had no idea what else to call it so I just went with that.
Nicely done brother :D ! Thank you a lot :')
very good job
hey mate,I have one problem,I still cannot remove scope when I put it on a riffle,I can remove silencer and grenade launcher but not scope too..
Are you using the scope removal tool while the weapon is in your hands?
which weapon specifically?
If it is the groza or the galil, those two still use the right click context menu to remove their scope.
no,I just tried to remove it with right click,like I tried with silencer and launcher..I tried moslty on ak and m series,nothing happened...didn't try sniper rifles yet
You need to use the scope removal tool in your inventory to remove scopes.
Except the galil+ groza and weapons with permanent scopes.
oh,thank you,didn't read read me propperly,sory for bother you because of this :D I hope to see some new things in this mod in near future :)
No problem man, hope you enjoy it. :)
I'm uploading a merged CS Dynamic Hud for this in a few minutes.
I've added a new arm mesh + texture for one of the outfit arm meshes. I will include when I update it with other fixes and additions, soon.
For now if you want, you can change the arm mesh by opening \configs\misc\outfit.ltx and changing
player_hud_section = actor_hud_06 under [specops_outfit] to one of the others listed in
\configs\creatures\actor.ltx
Hi. Where i can upgrade the kimber 1911? In the config files i see the upgrade scheme and the upgrades. Its a bug?
This is more of a stupid error on my part, I swear I added all of these, must have swapped a file somewhere along the line.
They are supposed to be unique weapons with installed upgrades.
Anyways, here is a fix for that. New game shouldn't be required.
copy and paste over gamedata.
Mega.nz
Thank you :)
Disculpen no hablo inglés bueno tengordar un problema en limansk justo cuando cuando me encuentro con el mercenario antes de acabar con las ametralladora de los bandidos se sale del juego por breaker paint
From what I got from translation, you are having a crash when meeting with a mercenary in Limansk. I can't help without a crashlog. If you can link a pastebin of the crashlog when that crash happens I can look into it. No promises though, some crashlogs are pretty much useless.
Nice mod, but for me NPCs wielding the PP-19 Bizon (friendly or foe) are only shooting it on semi-auto, 1 bullet every second, making them defenseless against everything.
Interesting, I haven't noticed that. Might be as simple as switching fire_modes, I will look into it, thank you. :)
I got further into the game and noticed that NPCs with AKs are doing the same thing. I don't know if this could be the reason, but I changed the scope_zoom_factor value to my current FOV for every gun at gamedata\config\weapons (to remove the zoom in ADS/ironsights), I don't think it is because some of them are spraying with other guns.
Could possibly be something else you did, I loaded up a saved game in the marshes and spawned in a bunch of bandits and renegades. Everyone I encountered using the bizon or pp-2000, mp5 (scoped or non scoped) was firing in full auto.
I looked over the config files and nothing seems wrong either. I'll keep an eye out though. Thanks
Yeah, maybe I changed something that I didn't notice, I'm gonna change the files back to the mod's originals and see if it still happen.
After further messing around in game, it seems a bunch of weapons were setup so AI shoot them more like sniper rifles. So I changed all of those to what they should be, now they fire weapons with auto capability how they should. The Bizon wasn't one of them, but thank you for pointing that out, this might end up making the game a little bit more challenging, but I personally don't mind.
Just put up new update with a bunch of fixes, most of which were talked about in the chat here.
Y E S.
It's normal normal for any weapon with an RPM that low, I would think x-ray would handle it differently, like the shoot animation plays and then can move freely still but firing has a timeout or something, but that's just how it does it. IF it can be handled differently, it would probably have to be done in the engine and/or dll's. I currently cannot do that.
>Also I noticed that the Protecta has an attachment rail.. it's possible for future updates that you can add optics to the weapon?
That is very possible, I already did it for LFO.
Moddb.com
If I eventually update it, I would probably replace it with OWR's textures, they are better quality.
Hi there, just wanted to inform you that this mod severely decreases my FPS. I measured looking in the exact same area, with the same weather, in Vanilla and with this patch. I was getting 77 FPS Vanilla, and 53 FPS with this patch. Any idea as to why it decreases performance to such degree?
This isn't just a patch, this is a weapon pack that replaces all weapons with higher quality models and textures, some higher res hand textures, and more weapons on top of that.
The vanilla game was missing some textures/bumps for ground, concrete, grass so I included HQ/High res ones from Absolute Nature 3.
You can try renaming the details folder to see if that helps at all. gamedata\textures\detail\
If you still aren't getting enough FPS, try lowering your gfx settings.
Did you include the "Alternative Ballistics" in your Mod too?
No, I did not. most of the values are what they were in STCS 2.6.3, except for the additional weapons. And some values for shotguns, and a few rifles. I was going to include the optional SRP "Alternative Ballistics" but they are only for vanilla weapons.
yes, the pkm texture problem can be fixed, it's just a conflict of texture names vs the models used.
No idea what caused your problem with the military guys. Maybe a glitch?
Hello PYP. The Mod is just great, my favorite for CS! I however found a few oversights in "st_items_weapons.xml": the 7.62x51 SCAR-H is incorrectly referred in the description as the SCAR-L, chambered in 5.56x45; the 7.92x57 Mauser ammo as 7.62x57; and the PBS-4 lacks the word "Suppressor". Barely noticeable, but they're there. Moreover, if possible, may ask for a link to Sin!'s "Weapon HUD Configurator", which is mentioned in the readme? Sounds like an handy utility for a dabbler like me. Goodled for it, but haven't found a working link. Thanks in advance and again, excellent work.
Thanks man, I appreciate you taking the time to tell me what you think of the mod. Glad you like it. :) Thanks for pointing out those oversights. I will add them to my list of tweaks.
My game crashes in the Hospital on the way to the Chernobyl NPP it happens in the room after the helicopter. The crashes is triggered when a Squad Commander says "Hold on! We're on our way! . Strangely the crash results in a black screen and I have to ctrl alt delete my way to the desktop and I have to restart the game to give it another go. There is no "bug trap" screen and no log is recorded. I'm using this mod along with absolute nature. Help would be greatly appreciated.
All crash logs should be in the install folder, in the appdata\logs\ folder. So double check there for a log.
You can also try this immediately after crashing, if you are able to reproduce the crash. if there is nothing in the log, try CTRL+V in the empty file. there might be some crash info there.
Without a crash log I can't really help much. I have no info to go off of. Even if I tried to reproduce on my end, I can't be sure that is what caused your crash.
I did encounter a random crash at the end of my game before, also in the Hospital. "Abort(): cant find animation for slot 8", which I'm pretty sure has to do with something in the vanilla script, state_mgr_animation.script.
I just restarted from my last save and it didn't happen again. I haven't been able to reproduce it either. I've tried numerous times.
Hello again PYP! I've encountered a weird repeatable CTD
with an even weirder solution, and perhaps these infos will be useful.
When fighting Monolith warriors in the "Katacomb" level,
the game kept crashing during the MG ambush,
with the xray.log complaining about "missing animations in slot 8".
I looked through the files and found the culprit: the "Ak102" config file,
in which the "animation_slot" was indeed set to 8. I changed it to 2
and that apparently fixed the problem. I'm dubious tho,
since in the STCOP version of the mod that line is also 8,
and Freedom members armed with the same weapon didn't trigger a CTD,
unless that's because they are neutral to me, while Monolith were
shooting and reloading. What do you think? Sorry if my "solution" is
actually a travesty of sort, I know nothing about animations,
maybe my "fix" is a coincidence. Thank you very very much for the great job.
Guys i have problem with backpack scopes cant be sold and drop completly... and when i drop i see it in backpack and floor when i grab it then another stasch in back pack so i have 33 scopes cant be droped and sell.... hmm weird i can eat them and get health better ...
So far enjoying it, but i seem to be getting a rather annoying CTD bug.
Happens when going from Garbage to any other map, when you gotta save that one guy from blind dogs.
'FATAL ERROR [error]Expression : no_assert [error]Function : CXML_IdToIndex<class CSpecificCharacter>::GetById [error]File : e:\priquel\sources\engine\xrserverentities\xml_str_id_loader.h [error]Line : 112 [error]Description : item not found, id [error]Arguments : sim_default_freedom_3_default_2 '
the stack being xrcore.dll & xrgame.dll.
i figure its something one of the AI might of picked up they werent supposed to?
Haven't ran into that, let alone repeatedly crashing.
Aare you using anything else with this mod? post log on pastebin.
Nope, especially since its been years since i played CS & wanted a new runthrough with different guns(and cleaner textures/UI)
Pastebin.com
Error log^
Pastebin.com
xRay error log^
the game is trying to load characters "test_npc_X" from your save
So I'm guessing one of these things is probably happening, either you are loading a vanilla save, or are not using all of the included mod files.
or are using a save from before you added the mod.
test_npc_ are part of the vanilla character_desc_general.xml and don't exist in this mods character_desc_general.xml
sim_default_freedom_3_default_2 is in this mods character_desc_general.xml
hopefully you didn't start a vanilla game, add this mod and continue with your saves.
I cant walk... I cant do anything...
set your keybinds in the games controls menu
Deleted Zafer233's comments because the problem he was describing was an issue with clear sky HD models, not this mod. It has since been fixed in HD models.
Dude, im using this absolute lovely mod for a week, but this last days i advice some kind of change that wasnt at start of the game as i remember. The AI now are useless at aiming and i cant do anithing to solve it, im trying reinstaling all from 0, but im not sure if this gonna fix something, to make you understand, im playing in master, with only atmosfear y absolute nature plus this mod, and i can walk like nothing in all areas cause all enemies miss their shoots with an 99% of chance, and the monsters run in cricles in front me the most times, making the game a real walking simulator meanwhile you hold a blyatifull weapon.
Oh boy, it finally happens, at the end of the history, after destriy the helicopter and get attacked by second Machinegun, the game crashes, every time in the same section, i try to start the level from 0 but same, here is the log :
error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ...\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script:47: Abort(): cant find animation for slot 8
Hi! I had the exact same problem with repeatable crashes, and last year commented on this very page that I managed to solve it by changing a line in a file. Maybe it will help? To try, just navigate to "gamedata/configs/weapons", open ak102.ltx with notepad, find the line animati and change the 8 into a 2, then save. In my case that stopped the crashes. Good luck!
Any chances for spawn menus?? Just for fun purposes.
There is a file to activate it in the Optionals folder.
Guns break down soon Sometimes they get stuck with twenty shots
The original game is more durable
Why after downloading the module new weapon names are e.g. St_wpn_toz66 ? Why it is so. I pasted everything well
Probably because you are using a localization language that was not able to be updated with the weapon pack's new weapons. I don't speak or write German or Spanish, French fluently enough to make a translation.
Hey. SRP seems to have updated to 1.1.3 and this mod uses 1.1.2. Will you include 1.1.3 in your next update?
Quite possibly will be added. I had plans for STCS redux, but spare time has been an issue.