ABR Mod patch 1

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ABR MOD is a new overhaul mod. You can consider this mod just like a pack with merged mods, but it was made as one solid overhaul with its own balance, graphics and audio. However, this mod doesn't change game drastically. The main goal is to make COP up to date and give good experience for a couple of game sessions with original atmosphere. So, it's just a good renewal and a reason to go back to the Zone for one more time.

Works on COP v1.2. Based on GOG version. Tested on GOG version and an old disc. Tested on steam-rip (delete gamedata directory, if it presents). Mod has russian and english text. English is default.

This mod is not compatible with any other mods. I'm not planning to make any further development of this mod. I'll try to release patches, if some critical issues will be found.

ABR MOD Features


New weather and nature style for each location


New textures of buildings


New variable visuals of NPC's


New minimalistic and informative HUD


New artefact models and particles


Inventory revewal

Cells are smaller, texture is lighter due to new weapon icons, new icon of major, retexture of his face, new icons for exo and bandit coat, darker cursor.


Original weapon replacer


Dynamic gasmask HUD with breathing sounds

Brand new degradation progressions of helmets based on Autumn Aurora and Dynamic HUD 2.0 textures.

New nightvision

Based on Stalker Two-K's addon pack by paranoiia8

New loading screens

Simple upgrade icons

New menu with new music


Minimal hud (optional)


  • More background ambient: ~15 minutes day mix, ~10 minutes night mix for each location.
  • New anomaly sounds.
  • New weapon sounds.
  • NPC's run breathing and waiting sounds are been removed.
  • Partly sound folder was taken from Misery 2.1.
  • Action music on the way to Pripyat.
  • New music in intro.
  • Russian voices.
  • Proper ogg comments and removal of loud clicks.


  • FOV 75. Good view - almost no fish eye effect.
  • New simulation makes life in the Zone more active and realistic.
  • Weapons are deadlier. Works both ways.
  • Actor can cut off trophies from mutants and sell them to local barmen.
  • Medics don't heal.
  • Medkits are healing slowly.
  • When actor uses medkits or consumables weapon hides.
  • You can carry 70kg.
  • Outfit and helmets are less durable to damage.
  • Weapons on dead bodies will be mostly in middle shape but not sellable. Collect ammo.
  • Nimble sells new 8 unique weapons.
  • Nimble sells weapons and armour. No need to wait 24 hours.
  • Artefacts are rebalanced. Shock resistance and additional weight artefacts are more useful. Others are less effective but balanced.
  • Lost sentry in Pripyat will be more "controlled" now.
  • Evacuation mission is a point of no return.
  • Bloodsuckers are very fast now.
  • Kuvalda will ask money for detector.
  • Trapper will give you money instead of weapon.
  • Trapper will give your reward for killing Zaton's chimere.
  • You start game with bandit coat, saw-off, pb and few supplies.
  • Now military squad in Pripyat will not die, if you will go to kill monolith in next building as it was scripted before.
  • Fixed text and dialogs.
  • Merchants buy gear in condition not less than 80%.
  • Merchants sell all weapons, ammo and addons. New outfits appear as in original.
  • Economy is like in the original. But you can't sell weapons from dead bodies anymore.
  • Rebalanced difficulties. Low difficulties don't have invincibility as before and now are enjoyable.
  • Ultraviolence difficulty is recommended.
  • Easier difficulties give you more ammo and supplies on dead bodies.
  • There are less medkits, bandages and food to loot.
  • Quest NPC's are immortal. (Due to friendly fire)
  • New emission.
  • Actor taking off helmet when using food or pills.
  • You don't need upgrades to use addons to with any weapon.
  • Steel box has real treasures now.
  • First person death.
  • Dot crosshair.
  • There is no dynamic zoom pso and susat anymore (due to bugs), replaced with detector ones (like bino) - and they're cheaper.
  • Seva and exo outfits, respirator and protective helmets have 1st generation nightvision.
  • Scopes has changed prices.
  • Svarog and Veles has better artefact dot.
  • All the detectors able to detect any artefact. Better detectors make it easier to search.
  • Gauss and Strelok's Rifle has dynamic zoom scopes.


  • Major wears his helmets in cutscenes.
  • Now subtitles in outro video is white, not gray.
  • Real weapon names.
  • Different scope reticles.
  • Scopes has simple and clear names.
  • Members of suicide squad are wearing helmets during the scene.
  • Mission marked as ASAP if they can be failed after some time.
  • When you press "quit game" - you quit it without pop-up messages.
  • Subtitles.


  1. Russian text
  2. Minimal hud (stamina & fire modes)
  3. Rain options
  4. Enable emission (has bug with sun) - NG
  5. Classic crosshair
  6. Transparent gas mask overlay
  7. MISERY & AA gas masks
  8. No breath sounds
  9. All stashes from the start - NG
  10. Weight options
  11. Weight options with classic crosshair
  12. Open Scopes (+ adaptation for squarish monitors)
  13. Vanilla a-life (more performance, I hope)

Installation, general info & tips



  1. Сopy contents of ABR Mod to your game directory and replace existing files. Bin file has prepatched engine file for using 4GB RAM and first person death. Also there are user file and cache for shaders.
  2. Сopy contents of Patch for NOT 16x9, If you encounter minimap out of the screen or oval scopes. This will help. I hope.
  3. Options Check INFO files. NG means option needs new game to work or work properly.
  4. Install OpenAL This will give you better 3D sound in game.
  5. Launch game, select your resolution. Mod is tested on DX9 ONLY. DX10 DOESN'T WORK. DX11 needs this scope fix.
  6. If game is not launching because of "weak gpu" - delete user.ltx.
  7. Your saves, screenshots, logs will be stored in game's directory folder "abr".
  8. If you have very many old saves - move them to Oldsaves folder in Saves directory, or just delete them. Too many saves can affect game's fps.
  9. Jupiter is a bit laggy since vanilla.
  10. If you have started a game and fps is too low: use option 13 - Vanilla a-life (more performance) and start game again. This mod is playable on static lighning.

Crash report

If you encounter crash, create .txt file, open it and press CTRL+V. Then send me info you've copied, so I could see what happened. PM me on MODDB: Moddb.com

Known and possible issues

  • If cursor stops in main menu after some time (sometimes you see graphical glitches) - press ALT+TAB and return to game.
  • If you enable emission there will be a bug with fast moving sun in weather transitions.
  • If you have encountered crash and copied text has shown you "stack trace:" - just load last save.
  • If you attach scope or grenade launcher on your weapon and its visual is missing - reattach it.
  • NPC's have strange animations - incurable.
  • Text messages are remaining on the screen - put off/on your helmet.
  • Grouse's body is missing sometimes.
  • Military guy's body with bomb charge on Pripyat can be missing. I've marked this mission as ASAP, so you get there asap to find body before it dissapears.
  • If you shoot something in the building, after returning from lab8x and have a crash, just go out without shooting anything there.
  • Some icons of stalkers can be missing.
  • I've stabilized MSO mod as I could. But AI chaos can happen - it's when you go thru quest and some shoot out happens.

Stability & performance

Stability of mod is 98%. I've fixed every bug that occured after 15 days and 300 downloads. But there is always possibility that something can go wrong - make more hard saves with ~ save nameofsave. Quicksaves are working perfectly. No saves corruption.

ABR MOD contains, full or partly, these mods by their authors:

  • Thanks to: AP-PRO.RU and to: PROforum, denis2000, Ferveks, _S_k_i_F_, Khyzyr, makdm, NEO, Jargon, buffy, Overfirst, Jeka81.
  • Thanks to: Shoker for God Of Zone v1.0 mod.
  • Thanks to: LostAlphaRus for XrCompressor.
  • Thanks to: Kontro-zzz for db_packer_unpkr_3.1
  • Thanks to: WinCap (AMK Forum) for death_manager.script edits.
  • Thanks to: mestereo2110 for consulting and saying that it's ok.
  • Thanks to: GSC Game World for creating S.T.A.L.K.E.R. series.
  • Thanks to the best mod team: Autumn Wanderers for inspiration.
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RSS Articles

Hello, S.T.A.L.K.E.R.'s.

It's 2 years past from announcing 2.0 version, which I didn't really planned, but after all this PC Gamer stuff, I was kinda inspired and when I started to play 1.2 version, I found that mod has lost something on the way to its release.

2019 was pretty rough to me and I've lost the route and vision of ABR MOD. I got lost in ideas, plans to change stuff drastically and I found that I don't know what to do next at all. I found myself in development hell. Yes, PYP and me finished the weapon pack, engine has all necessary tweaks. But I've forgot what I even started from and gamedata looked like abandoned attic. So in the end of the March, I've started over.

First of all, now all files will be from 1.6.02 patch, since old version's files had some bugs from unpatched game, since I didn't unpacked patch and not implemented patched files to gamedata as a base for modding. Welp, I was green and reckless and didn't knew the half I know now.

What a new build have right now. First of all, now it's based on Unofficial Patch 2.0 by Yurok, it's like ZRP and SRP for previous games, it had only a few line of text addded, so there was no problem to translate it.

Atop of it is a lite version of AN4.04 by Cromm Cruac, same it was before. Also, I made a quick option to turn it to native green colours (this is from AN4.04 by Cromm Cruac too, OFC) but still fitting the weather. That's how ABR looks in green:

Clear weather on Jupiter is not so overbrighten like it was before. Emission is working pretty ok. After Emission to smooth the transition between it and for example Jupiter's clear weather, there used a foggy sunless weather to prevent popping up sun and fast clearing fog right after the Emission. It will look like this on Jupiter for 1 game hour:

Well, other things about Emission are mentioned in previous article same to the video of it.

Next, Absolute Structures Texture Pack by CrommCruac, Ceano, NeilMC with my fix for overshiny textures:

May be somebody like such shiny stuff but I do not. One of my goal is to catch 'em all and de-shine.

Next. The Hud. It's the same like it was. Adapted to 4:3 ( does anybody even use it?) and 16:10 aspect ratio. Some stuff can be shifted to 1-2px, since game stretches stuff when changes resolution and something always can go wrong a bit, but nothing gamebreaking.

Scopes. Again. Absolute Scopes are deleted, since I can't live with DX11 scope bug anymore. Now the mod uses vanilla system of scope stretching, textures were redid again. Now, there are no DX11 shift. 16:10 probably will need a custom file to avoid it being a bit oval, but now mod is DX11 from the box, no gamebreaking bugs as before.

Scratches are black because in night, white stuff looks aweful. Mask overlays are inbound. They will be something like this:

Weapon holster while using consumables, mask overlays and recoil effect will be easily switchable via 1 file tweaking. Recoil cam effect will be nerfed, old version from the box is too much.

Upscaled and sharpened menus and inventory textures. Scopes and masks are using bigger textures too.

Loading screens were tweaked to look like vanilla's. Green nature style has own loading screens.

Many stuff already there too, but that's for a feature atricle on release. Since now I make notes from the start, there will be every change listed.

About the balance, stuff like radiation healing from sci medkits will be restored, same to army medkits and bleeding heal. But, they will effect slow as it was in 1.2, no instant healing like in vanilla. Radiation and bleeding will not go away on itself, treatment is needed. That leads to armour upgrades. I'll keep them as they are but there will be some tweaks, nothing drastic. Mostly I want to move healing upgrades to the 3rd toolkit upgrades, so there wasn't too op armours and all others just are trash. I want to keep vanilla way as much as possible. I really can make a new upgrade trees but what's the point. Stalker has its system, if delete every "unrealistic" stuff in game there will left almost none, less than the half of upgrades for sure. And spending time on that, well, 2.0 will be released never then, I feel the house burning, it's not fine, time to push the mod to release.

Same goes to weaponry. I read many info about it, watched many videos, tried many "realistic" ballistics setups and different mods. Realism doesn't help to make game funnier. Realism in numbers and stats doesn't provide a better gameplay. Weight of the weapons, well yeah, I shoud tweak it. But considering that new engine tweaks makes NPC shoot much accurate, believe me, even vanilla damages will be ok to erase Major from the Zone for good in seconds. Though, I'll check damages sections, may be I'll tweak it if it will give more benifit. And that leads to... AI.

MSO. Many stuff from Troyanuch and Alundaio. Cool stuff, but too unpredictiable for my case. Though, I tried NPC's not to spoil story quests, some stuff happened anyway. Remember when Mitay friends flew and you couldn't get a reward or when The Hit mission gone bad since everybody just started to shoot even in cutscene? That's the reason I will need to recheck all MSO mod and stop this chaos. That's not a hate, I respect their work and I will never achieve something like that, but I think you don't want to have randomly spoiled quests. I try to preserve the story.

Also, forgot to mention, my lite version of AF3 is on the board too, cleared from unused code and etc. Still foggy Zaton, still Clear Jupiter. Still no fallouts, still no psi storms.

What's next. Yes, AI distance will be 300 meters. So I need to make something in between of vanilla and MSO to work properly. Don't know how though, I am not programmer. May be I'll figure things out.

Traders. You will be able to sell weapons you bought or found in stashes or gained as a reward. I want to avoid a hamster style to carry tons of guns here and there. Jut collect valuable stuff as ammo and consumables. Some challenge must be there to make it more up to date. I raise 90-100k on Zaton without selling guns and artefacts. I don't raise prices for the stuff ingame, so, I just save your time from moving stuff around. And I know by myself, if you will be able to sell the gun, you will carry it whenever it could be sold.

Old version was kinda cheaty, VAL's and SG550's in start of the game. On the other hand, you can freely go to Jupiter and take same guns from stashes. So, progression and open world in stalker is hard to balance (for me). For sure op guns will be awailable from traders after 100k achievment, as it said "traders will sell you rare stuff".

Outfits. Freedom and Duty light armours will be available sooner. May be from the start on Zaton. They're not much ahead from Sunrise or Berill, which you can acquire on Zaton. May be they're be awailable in start of Jupiter. Sold by faction leaders. Many options, but having light armour in later mid-game make them useless, when you will be able to buy Bulat.

In general, stashes will be mostly untouched, there is an unreachable stash fix from Unofficial Patch, that means stuff should be fine there, but putting there new stuff with different size probably will mess something up. Some stashes could be changed, but probably just a couple and for the same weapon variation. I plan stashes to get integrated in gameplay, so their coordinates will be given as a reward for quests. And that's another reason to roam thru locations, which is more cool than just moving piles of guns from one place to another.

May be new weapons and outfit skins will go as a separate addon, may be it will be there from the box. But probably everything will be in one piece, weapon pack is more about variety, same to skins.

Variation mod will be reassambled again, with tweaking all the textures and new NPC icons. And as I said in previous article, vanilla NPC's textures will be tweaked as well, since they're over brighten. So, a little bit of a contrast and soft light overlays and they will look a bit better.

Besides too bright boots there is the problem with hands. Some of them are too cartoonish and mostly all are kinda ugly and unrealistic. Here I tried to make it a bit smoother and not so acidic in colours.

Someone can ask, why haven't I started over on x64 engine. My answer is simple - I have enough work to do, then try to do it while porting on x64. I don't use 16k textures, yes, there are some memory crashes from time to time and stutters on Jupiter. But overall mod is stable.

With a good work tempo, 2.0 release is something about 6-12 months, so I could check stuff, catch all bugs and reintegrate all the mods to work together as one. Back to vanilla+ route.

What's the point of this article? Probably warning you that there will be not much news on this mod soon. Since I can't show the same stuff over and over again. I aimed on finishing 2.0 asap. That doesn't mean I will make it bad or loose, I mean I can't do some stuff better that it was in vanilla or just don't know how, so I'll just improve what's there already, or this, or no release. And not releasing 2.0, that's what is bad.

So, if there will be no news, I'm just reassembling my 2.0 lego castle. It will provide more optimized resources, overall improvement, more content and fixed bugs. I'll make a new article when I will have enough really new material to show.

Stay safe.

Screenshots of hands and NPC retexturing

Screenshots of hands and NPC retexturing

News 20 comments

Screenshots of hands and NPC retexturing, work is in middle of the progress, just showing that I'm still doing stuff.

ABR MOD 2.0 is ...

ABR MOD 2.0 is ...

News 18 comments

Atleast I've got something to tell you with certainty now...

ABR MOD 2.0. Preview of weapons and outfits (still in progress)

ABR MOD 2.0. Preview of weapons and outfits (still in progress)

News 20 comments

Delay of release (again), current content progress, some ideas and news, Check it out, I have some new videos.

ABR MOD 2.0: Final weapon tier and outfit skins

ABR MOD 2.0: Final weapon tier and outfit skins

News 28 comments

Description of current progress of 2.0's content, which is finaly shaped.

RSS Files
ABR Mod - English Voices (Optional)

ABR Mod - English Voices (Optional)


If you want to play english voices. No NG is needed.

ABR Mod Low-Spec-Levels (Optional)

ABR Mod Low-Spec-Levels (Optional)

Patch 12 comments

Reskinned (Absolute Nature 2) vanilla levels for old PC's to maintain a better fps. If you had one of these - start the game with NOPREFETCH.cmd. (Works...

ABR Mod Patch v.1.2.2 (FIXED) 20.09.19

ABR Mod Patch v.1.2.2 (FIXED) 20.09.19

Patch 62 comments

20.09.19 update: DX11 scope fix. Thanks to PYP for idea how to do it.



Full Version 122 comments

New overhaul mod for CoP. CHECK ABR MOD PATCH V.1.2 - NG IS NEEDED!!! DX10 DOESN"T WORK. Extract with 7zip.

Comments  (0 - 10 of 734)

Any plans on medical animations like what gunslinger or dynamic hud for CoC does? A small but really nice addition.

Reply Good karma Bad karma+1 vote
alanberserkrose Creator

Nope. All the content is there. Nothing is going to be added or changed. Now it's a matter of configs and balance only. Only a bit of MSO left to port, then only polishing what's already there.

If you mean Smurth's Dynamic Hud, it is already in old version, but with my textures and without too much of contrast and effects. In new version there will be static overlay foreach helmet. Imgur.com I've spent a couple of months to make realistic textures with cracks, white cracks look stupid in night, black cracks are unrealistic and look stupid in the day. At least new static overlays are in hd. I choose quality.

In some terms 2.0 is closer to vanilla, just more challenging and don't throw freebies on the player every here and there.

Reply Good karma+2 votes

Sounds good, however I do have one request, could you try fiddling with the stealth mechanics to make it more viable. I noticed gunslinger did this to an extent.

Reply Good karma Bad karma+1 vote
alanberserkrose Creator

That's probably very script-about matter, and I am not scripter at all. Plus MSO was aimed to make NPC's more reactive, since alife distance now is twice bigger.

Reply Good karma+2 votes

Oh right, I forgot you had MSO. Grizzly wandered into the zone and I couldn't claim my reward haha

Reply Good karma Bad karma+1 vote
alanberserkrose Creator

Yup. That's exatcly why I am reassembling MSO from the scrath right now. Wanna catch all those "simulation" stuff which breaks the quests for people. I just hope MSO will run ok merged with Unofficial Patch.

Reply Good karma+2 votes

Alright alright sounds good.

Reply Good karma Bad karma+2 votes

When you release the next ABR version, can you make a version of the minimal hud with a stamina bar too?

Reply Good karma Bad karma+1 vote
alanberserkrose Creator

If you don't need hud just type "hud_draw off" in console. There will be no minimal for next version. The only graphical options will be switchable gasmask overlays and red\green\none coloured reticles for scopes.

Reply Good karma+2 votes

Oh alright, I'll just use MEHUD if it is compatible. So excited for the update!

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alanberserkrose Creator


Reply Good karma+2 votes
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Highest Rated (8 agree) 9/10

Beautiful mod

Apr 30 2018 by Msteps

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