ABR MOD 2.1 is an updated version of audio\video\gameplay overhaul modification keeping vanilla story, quests and basic mechanics as much as possible. Installation video and some options are included.

Disclaimer:

This mod provided to community totally free as it is. The authors are not responsible if this mod does not meet your personal expectations.


ABR Mod



Authors:

ABR - mods merging, audio\video\gameplay conception, tester

PYP - weapon modelling and animation tweaks, engine tweaks, tester

SAM - gameplay conception advisor, tester


Used Mods:

•UNOFFICIAL PATCH 2.0 by Yurok and many others
•NanoCell Inventory by CrommCruac (ABR version)
•AtmosFear 3 by CrommCruac (ABR lite version) (Thanks to Overfist for emission fix)
•Absolute Nature 4.04 by CrommCruac (Unofficial lite version)
•Absolute Nature 2 by CrommCruac
•MSO v1.0.1 by Alundaio and Trojanuch (ABR version)
•Heavy Iron Hud by Mortalheaven (ABR version)
•Phobos: Artefacts Reloaded Mod (PHARM) by FantomICW
•Variation Mod 1.41 by Darkenneko (ABR version)
•CoP HUD Reworked 2.0 by Smurth, Rulix and many others (ABR version)
•Face hero retextures by Sec (Removed scars)
•NPC and monster textures overhaul by ABR
•Corrected structure textures by ABR
•Anomaly Sound Replacement by Sclera
•Better nightvision for COC by TGP96 (ABR version)
•Absolute Structures Texture Pack by CrommCruac, Ceano, NeilMC
•BloodyMess mod v1.1 by Detroit_Vigilanty, pseudoant, Hades, Neod
•MK2 Artefact Detector Icons for CoC 1.4.22 and 1.5 R6
•STALKER Simple Upgrade Icons by Picisarkany (ABR version)
•STCOP 2.8\3.2\3.3 by Ga2z & M0rtan and many others
•Arsenal Overhaul 3.1 by E.Nigma42 and many others
•OWR3 by r_populik and many others
•30,45 and 60rnd mags for AK74(5.45x39) by Paul Yakushev
•PGO7V scope model by Paul Yakushev, textures by Gunslinger mod
•HK G36 model by Mr. Brightside, Noodum, textures Domcha
•Add_Fix_SGM_2_2 by makdm
•Advanced Detectors by ExtremeAlpaca (ABR version)
•Weapon condition depending on the fraction by WinCap from AMK-Forum 09.04.17
•Butcher mod by Singapur22, alex5773
•Nobody will die by Asfagan a.k.a. StalkerVolkodav (fixed by makdm)
•Ezio_Auditore900 - deleted stashes (ABR version)
•ShWM v2.1 by Shoker Team (sweater model, helmet variations made by PYP)
•Sweater texture by LafuGix
•Freedom exo sleeves from Outfit Addon 1.4.7 by VodkaChicken
•Re-skinned Gloves for COP by AdayDr1en and HeNe (Used as overlay for sharpness)
•Widescreen Scope Fix by DoctorX from EpicStalkerForum
•Shocker HQ geometry by Shoker team (Ported by PYP)
•Foggy sky textures by Cromm Cruac from Autumn Aurora 2.1 by Autumn Wanderers
•SWTC COP (few sun presets) by Vincent Vega
•Cut X-Ray pack 1 for CoP 1.6.02 (first person death) by SkyLoader
•Mooze - Mechanized Patrol (multiplayer music), Rads Pt1 (outtake) (ABR version)

More info in "readme files of used mods" folder.


Engine tweaks ported by PYP from:

CoC-Xray Team , OpenXRay Team , xrOxygen Team, OGSR Team & Their Contributors - consisting of, but not limited to: Abramcumner, alpet, Alundaio/revolucas, andrew-boyarshin, Avoitishin, awdavies, AxelDominatoR, CasualDev242, Charsi82, CrossVR, ForserX, FreeZoneMods, Giperion, Gunslinger/gunslingermod, intorr, invokr, Kaffeine, KD, KRodinn, Kolmogor, LtPetrov, Mortan, mrmnwar, Nitrocaster, RainbowZerg, RayTwitty, Rietmon, Roman-n, RvP, Shoker/ShokerStlk, Sin!, SkyLoader, Swartz, tamlin-mike, Tron, vamit611, qweasdd136963, Xottab-DUTY, xWolfx, Полтергейст(Poltergeist)


Thanks to:

Joe Donnelly from PCGamer for featuring ABR MOD, this inspired me to make 2.1 version
PYP for making 2.1 possible
SAMmy for advices and testing

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Summary

ABR MOD 2.1 is an overhaul mod crafted from different mods, which were reassambled and tweaked to create a seamless upated vanilla experience. This mod keeps basic vanilla gameplay mechanics, but shifts accents to more survival experience by cutting freebies scattered around, while keeping vanilla economics and prices. All added weapons, addons, outfit skins and mutant parts are intended just to bring the variety.

2.1 version (5 years of development counting the previous versions) was reassembled almost from the scratch and based on Unofficial patch to fix any mod related bugs and bugs of the mods ABR MOD used in the first place. Unfortunately, some vanilla bugs can't be avoided and you will have to re-upload a save from earlier point, the same you would do in vanilla if something goes wrong. Probably you will witness some quirks of the Zone, but that's unavoidable. Some potentionally dangerous quests were marked with asap, so you didn't encounter even more problems. X-Ray engine still has its limitations, and out of memory crashes may occur. This mod is the compromise between a decent picture and performace stability. Also it supports all vanilla localizations.

ABR MOD keeps classic stalker gameplay as much as possible, while updating game visuals and audio. This is not a hardcore or a realism mod. It was made to allure and meet new players with S.T.A.L.K.E.R.: Call of Pripyat and save their time on finding mods or modding the game on their own, since for some it's a hard task.

ABR Mod

Graphics

ABR MOD has its own weather versions of AF3 providing stunning weather tuned to each location nature style:

Zaton is the starting location which represents a grim foggy swamp emphasizing your struggle on the first stages of the game.

Yanov is a breath of fresh air. A flamboyant location, which will provide you a bunch of interesting quests, stories and packs of enemies.

Pripyat is like an epilogue to the whole game. It's a bit darker version of Yanov, where you can say your goodbyes to the Zone.

All textures of vanilla NPC's and creatures were darkened to avoid effect of static pseudo-lighting (looks worse on DX8 though). Some alternative skins of stalkers and mutants were added. Also, overbright metal and concrete textures were tweaked to eliminate glossy effect where it's not needed at all.

Audio

Each location has extended music ambients to provide you a nice background soundtrack on your playthrough. Jupiter Underground and Lab X-8 now have a background music too. Menu’s track was splitted on 4 different half a minute parts played randomly. Weapon sounds are manually corrected to sound cinematic and be pleasant, isntead of being head bursting, also there is a 3 minute loop of atmospheric rain. Guitar sound distance is increaded, while mutant screams are not heard for insane far distances.

Inventory

All addons are provided as icons with text, so you could navigate easily while your inventory is kept clean. Inventory textures and menus were upscaled. High quality scope and mask overlay textures were made. Weapons desciption have info about attachable addons. All adons can be added without any upgrade. Outfit descriptions provide info about initial amount containers and upgrade potential, same as helmets have info about the night vision devices.

Nimble

While such guns like Desert Eagle .50AE, G36 and SG 550 became the unique ones. Same as other uniques like APB, HK USP9 Match, Striker-12, KS23, Bizon, HK UMP45, FN SCAR-H, FN SCAR SSR, AWM, Sako TRG42, which can be ordered from Nimble on Zaton. Now you actually can select what weapon you want to order and Nimble will provide detailed info about a weapon, and will inform can you get ammo for it from nearby traders or will you have to buy it from him only. Some weapons come with unique bonus addon.

Added weapons

ABR MOD adds a number of weapons to the game world beside Nimble.

Pistols: PMM, Fort-17, TT and unique MP-443.

Shotguns: Toz-66, Toz-34 Saw Off, MP-133, MP-133 Saw Off, Toz-194, Toz-194 Saw Off, Fort500. Saiga-12 and Gonta’s Spas-12 uniques.

SMG: MP5SD

Assault Rifles: Stockless AK, AK, AKS, AKM, AKMS, AKS74. AKSU74 and AK74M 6L31 uniques.

Rifles: SKS, Mosing Nagant. SVD 1P59 and Strelok’s SVU-A uniques.

Machine Gun: unique Zulu’s PKM.

Grenade Launcher: unique M79.

Weapons are balanced to own class, so there are no super guns (except for the one from the late game, obviously). Also you will find a couple of unique weapons during the quests, some will be acquired as a reward. Number of stashes in the world is greatly reduced, valuable ones will be given as a reward.

Excluding sniper\marksman rifles with integrated zoomable sights or other unique weapons, every rifle and 2 shotguns can have attached PSO\KOBRA or ACOG\C-MORE scopes.

A number of addons and ammos were added. All weapons, ammos and addons have their real names.

Added outfits

There are 2 skins for the Coat, Sunrise, Beril, Exo, Light Duty and Freedom outfits with updated vanilla sleeves. Also there have been added: Duty\Freedom exo outfits, Duty battle helmet and Freedom tactic helmet skins. Duty\Freedom stuff is available if you help their factions.

Gameplay changes

Artefacts and outfits were rebalanced. Now every outfit can have artefact slots, but before the Pripyat you can't have more than 2\3. May be it's better to upgrade your outfit to +20kgs of carry weight and use pills, which now are really useful instead of switching the artefacts? Who knows.

There are no health and bleeding restore outfit upgrades anymore. Weapons can’t be rechambered. If you turn your pistol to full auto, it’s unable to use single shots. All shotguns can be upgraded to shot slugs only with much bigger accuracy before the Pripyat.

ABR MOD uses vanilla ballistics, while pisols have a bit better rpm and bullet speed. Weapons deal doubled damage, so there are no bullet sponge enemies. While you can lose health very quickly without using the cover.

You can't sell looted weapons, you can sell a bought\reward\found in the stash weapon or outfit in any condition. You can hunter mutants and sell their parts.

You can’t leave Zaton before checking all three helicopters. You can’t get Strelok’s stashes without unlocking the memory module.

Since center of the Zone is barely invistigated, you will encounter numeours mutant packs and the monolith forces. But towards the gameplay stalkers will take the situation in their hands and on returning to the previous locations you will find them more desolate.

Only 2 quests were removed. Beard's repeating quest on finding the artefact due to exploit of infinte selling the same artefact via dialog menu glitch, and because you couldn't sell top artefacts since he could take them only via this quest. Though, you can unlock it in the mid game in certain circumstances. The second removed quest is the search of Snag's container, since some people couldn't start the reputation quest without it, which is more interesting (but that doesn’t mean there is no container at all).

Game difficulty impacts number of loot on dead bodies, accuracy of enemy NPC's and the damage you receive. Story difficulty is good for new comers. Action difficulty forces you to play more careful. Challenge difficulty is pretty hard. While Survival difficulty grants you regular oneshots from enemies, deadly anomalies, minimal ammount of the ammo on dead bodies and you will have to play safe, especially on the start of the game. The fun thing is on harder difficulties you will have to reload more often, while on easier difficulties you will have to repair your armour more often.

There are hundreds of other small tweaks which were made to make everything work better. Installation video is included in the archive.

It was a hard, but a nice ride.

Thanks to PYP for making 2.1 come true.

Thanks to SAMmy for testing.

Thanks to Joe Donnelly for featuring previous version in PCGamer.

Thanks to everyone who waited for 2.1.

Have a good one.

ABR MOD 2.0 gone for testing

ABR MOD 2.0 gone for testing

News 18 comments

It's been seven months since last update and announcement of development reload, which was just reassembling and bringing stuff together more clean, in...

ABR 2.0 Development Reload

ABR 2.0 Development Reload

News 2 comments

"In the midway of this our mortal life, I found me in a gloomy wood, astray" Dante Alighieri, Divine Comedy.

ABR Mod Release Notes

ABR Mod Release Notes

News 17 comments

ABR Mod general info and setup instructions. Tips and guides. P.S. Don't turn on dynamic music.

ABR Mod is released!

ABR Mod is released!

News 19 comments

New overhaul mod for S.T.A.L.K.E.R.: Call of Pripyat is released.

RSS Files
ABR MOD 2.1.1

ABR MOD 2.1.1

Full Version 177 comments

ABR MOD 2.1 is an updated version of audio\video\gameplay overhaul modification keeping vanilla story, quests and basic mechanics as much as possible...

Comments  (0 - 10 of 930)
kalidrone
kalidrone

Why are the Burers so damn OP in this mod? :< Just wondering is all... ^^; Regardless, at least it isn't as tough as the Misery mod would be, that's for sure. :>

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alanberserkrose Creator
alanberserkrose

Any grenade launcher make them easy as a cake. You have m79 in the cave for free, buy some nades for it. Or go back, and return with a sniper rifle, you can kill them with any shotgun or rifle if you use environment.

Burers aren't different from vanilla, you just encounter a few packs here and there on a playthrough.

Reply Good karma+1 vote
kalidrone
kalidrone

They managed to wipe the floor with me nearly every time I went to check the helicopter near the Iron Forest anomaly area. Will standing atop high areas not make them able to do their energy wave attack on you (not talking about the ******** stamina-draining move when the weapon is in your hands) or can they do it there as well? I usually know to knife them, but even getting close to them to knife them is impossible when there's more than one, something the vanilla didn't have, so I hope I can prep up enough for their ******** next time since I had to get the neutral Mercs at the substation to help me against them by aggroing them to that spot. XD lol

Also, why did you remove the "dynamic music" from the sound options list? I REALLY loved the combat music that would play when dealing with armed foes, really. :>

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alanberserkrose Creator
alanberserkrose

There is a contradiction, how the high area would stop the energy wave...

Vanilla lab had 3 burers, at least two were on Jupiter for the Trapper's quest.

You have to adapt or quit, since Jupiter is way more hostile.

Reply Good karma+1 vote
Meednes
Meednes

Hello, really enjoying this mod so far on my first playthrough of CoP. That being said, it bothers me that different weapons come with different sensitivities. Google search turned up something about gamedata, but that won't (didn't) affect special weapons and so on (Mosin I found in stash was the worst, but also a quest SPAS I received after hunting a chimera). Could you please help me figure this one out?

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alanberserkrose Creator
alanberserkrose

Weapons have their sway params, this is how this game worked from the box. Small pistols are fast, big rifles are slow to sway.

Reply Good karma+1 vote
HelloKolla
HelloKolla

Hi, I'm trying to find the Kolobok artifact for Garry, but when I'm in the Oakpine anomaly, the Veles detector shows an artifact, but there's nothing there. Beard doesn't even sell the Kolobok even after I finished the Compass mission and got the 'One of Us' acheivement.

Thank you!

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HelloKolla
HelloKolla

Edit:I decided to ignore the Garry quest and continue on with the story. After I reached Pripyat, and came back to Zaton to see Carden for Item 62, I decided to check the Oakpine anomaly again, and lo and behold! The Kolobok was there. But, when I loaded a save I made before I went to Pripyat, the issue was still there.

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alanberserkrose Creator
alanberserkrose

It's on the top of branches since vanilla.

Reply Good karma+2 votes
HelloKolla
HelloKolla

Ohhhhhhhhhhh. Last time I played vanilla, I just bought it from Beard. With this mod, I had to check the wiki. Guess it's a me problem then. Thank you so much, and apologies for the trouble!

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alanberserkrose Creator
alanberserkrose

No problem. Beard doesn't sell artefacts due to dialog exploit to sell one artifact infinite times. You just really shoud check all anomalies for the artifacts on Zaton.

I always took those two artefacts from Zaton to Jupiter on the first visit, I though everybody do it like that :)

Welp, the mod is not 100% vanilla after all, it's not a remaster or something.

Reply Good karma+2 votes
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