Arsenal Overhaul Redux is a compilation of mods designed to improve gameplay of Clear Sky.

Description

New version of the mod! Don't compatible with any old version.

Preview
Stalker AOR 2.3.1 - New version
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RachaCuca Author
RachaCuca - - 348 comments

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> UPDATE 2.3.1 - 28/04/2024
Just download again, extract and override all files. NO new game is need.

Changed the ui_icon_equpiment.dds back to the DX5 format to prevent quality loss
Lowered the size of some bump# textures and others textures in general

> UPDATE 2.3 - 21/04/2024

Updated traders inventory
Fixed clear sky npcs normal maps
Adjusted some new actor sounds
Adjusted the knees protection of the stalkers with Sunrise suit to match with the original model. Edited the bump maps to adjust the new changes
Edited some shotguns configs to prevent Clear Sky npcs to change their Protecta for more weak Duplet
Updated various Npcs for more variety (glasses, gasmaks, backpacks, heads, textures, etc)
Unified various npcs parts that use the same textures
Updated npcs portraits
Updated PSO-1 description to include all weapons that use the this scope
Removed mipmaps from the textures ui_inventory2.dds and ui_pda2.dds to try solve the messed UI textures, as related by some players
Updated the section of the README file on the item 1 - BEFORE YOU INSTALL. Now, the item 6 have some programs that you can install if the game don't start, as related by some players
Added a bipod to the world model of the weapon Mk14 EBR
Changed various textures to DX1 format to reduce the size of them

> UPDATE 2.2 - 16/03/2024

Updated the ammo and scopes description
Lowered (again) the size of various textures for better perfomance
Corrected the textures hands of the Freedom exoesqueleton
Freedom mechanic can now upgrade the SEVA suit
SR-3M and 9A-91 uses the same upgrade of the Groza-4
Setting the corpses of monsters and stalkers to disappear after 3 hours
Changed the suit reward for Duty for take the Freedom base. Now you will receive a Duty exoesqueleton
Increased the reward for defend/attack points for Freedom and Duty
Edited some ammo damages (especially the shotgun ammo)
The stalker traitor in the garbage use now a stalker model (stalker_neutral_3_3) instead of a bandit model (stalker_bandit_3_mask_3) in the optional mission to help the stalkers agains the bandits
Revised traders prices and rewards
New icon for Milkor MGL
Updated the damage that the low ranks npcs receive. Now they're much more weak
Added the optional addon "Alternative damage". Using this addon will increase the damage that all npcs receive
Revised the distance of weapons sounds
New sounds for bullet impacts
New icon for the Npcs stalker_freedom_2_2 (now with two variants) and Sakharov
Updated the Galil shoot to not hear the sound through all the map

> UPDATE 2.1 - 24/02/2024

Adjusted some configs to work better in 4:3 ratio (thanks to PYP)
Lowered the size of various textures for better perfomance
New portrait for Npc stalker_freedom_2_2
Some mechanics can now upgrade the FG-42
Better draw sound for the Duplet shotgun
Added engine credits
Others minor changes

> UPDATE 2.0

Free play after the end of the campaign
Lowered the size of various textures for better perfomance
Dynamic zoom upgrade for integrated optics (use the scroll of your mouse)
Added a option "Hold to aim" to disable/enable this option in 'Games Options'
Reworked weathers
Correct sun position
New hands models
New HUD
New mission icons
New engine provided by PYP
Better HUD position for weapons
New avatar for every new npc
Increased the mutant respawn rate
Bloodsuckers aren't invulnerable when invisible
Restored mutant parts
New mutant Tark
New mutant Rotan
New dog model
New boar model
Restored monster Chimera
Restored monster Burer
Removed the HD models that are used in previous versions and added new hand made npcs (more than 160)
Restored suits SSP-99 Ecologist suit and SSP-99M Suit.
Added a new suit CHN-3b body armor (for Clear Sky)
All vanilla weapons have new models and animations with full and partial reloads
Added aproxmatelly 100 new weapons (see the list below)
Npcs use the new weapons
Removed flash drives. Now a tech can make all upgrades for a weapon, depending of the faction
Reworked stashes with new ammo and weapons
Suits don't have upgrade limit
Gauss rifle can be found and used through the campaign
Edited the range of the weapons sounds
New sounds for weapons
Sounds for consumables and flashlight
New footsteps sounds
Military checkpoint in the bridge in Cordon, instead of stalkers
Revised traders inventory
New textures
Better trajectory for the grenades Vog-25 and M209

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kalidrone
kalidrone - - 1,422 comments

There's one VERY IMPORTANT question we're all going to eventually ask... is the infamous "bandit theft" event nerfed so that it doesn't rob us of our VERY WELL-EARNED Rubles? We're all going to ask the same thing eventually (internally most likely) as I mentioned before... ^^;

I usually just dump my gear outside before the "Theft" event starts so that way i'm not stuck with a ****** pistol to take on the bandits in the subsequent sidemission to recover your stuff, barring the Rubles which, of course, is COMPLETELY EMPTIED from you if you don't switch that sadistic little "theft actor" setting to false after all... ><

I just hope that the little "theft" setting is switched to false so that we don't permanently lose ALL of our hard-earned RUs, I honestly do... DX

Regardless, looking VERY FORWARD to delving into this new version of this mod. Absolutely LOVED the previous version, especially with that "Prototype Item 62" rifle available from the Clear Sky trader that, while not as hard-hitting as the official finalized Item 62 rifle, still helped IMMENSELY when utilized correctly. ^-^

I'm also hoping that I get that VERY BADASS WA 2000 ( I.imgur.com or at least a better equivalent, if this new version is anything to go by of course :P) as a reward from Freedom's leader (I forgot his name, so shameful, I know... DX) after taking out his corrupt second-in-command. :3

Also, while i'm relieved that I no longer need to search for those damn flash drives, I am going to miss the easy money I got from handing in those things of course. ^^;

One other thing i'd like in the "optional" category is a submod for AOR that makes it so that certain anomaly fields spawn a MUCH better amount of artifacts after an emission similar to the very obscure-yet-IMMENSELY-HELPFUL "Anomalous Artifact Hunters" mod ( En.ds-servers.com ) for Call of Pripyat, ALWAYS made a it a priority to have that submod added in after all... <3

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RachaCuca Author
RachaCuca - - 348 comments

Yes, there's a little update in this part: when you wake up there's a flashdrive that you can pick up and sell to any trader for 12,000 RU.

You can find the Gauss rifle (Item 62) in a stash inside the Yantar factory after help the stalkers to disable the psy emitions.

Unfortunatelly, the WA2000 isn't in this update. I removed some weapons and added others, but with best quality and full and partial reload.

About the artifacts, they will respawn after a emission.

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kalidrone
kalidrone - - 1,422 comments

Alright, thanks for responding regardless, it's much appreciated. :)

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DerellLicht
DerellLicht - - 61 comments

So, my standard questions:

1. any debug/spawn menu?
2. any sleeping bag?
3. any fast travel?

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RachaCuca Author
RachaCuca - - 348 comments

1 - No, but you can find a folder called "OPTIONAL" in the files of the game that you can choose to make Sidorovich in Cordon sell every weapon in the game for 0 rubles if you want test them all.
2 - Yes, there is a sleeping bag that you can use to sleep inside a faction base.
3 - More or less: there is various characters in game that function as guides. You can pay them to go for various different locations in the game.

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DerellLicht
DerellLicht - - 61 comments

Okay, 1 and 3 are cool... I remember the guide from Radiophobia 3 (I *think* that's where he was)...

and 2 is fine, the sleeping bag is in inventory, which is what I require.
Now, if I can just resolve the ammo issue, with no spawn menu...
//****************************************
later note... well, maybe 1 isn't cool either... I don't need spawned weapons; what I most commonly require is more ammo, because many Stalker variants... *ESPECIALLY* Anomaly/Misery-based mods, require infinite ammo for infinite enemies...
Maybe it has g_infiniteammo in the console options?? But even then, I would rather just add a reasonable amount of ammo when I run out in the middle of a wasteland somewhere...

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kalidrone
kalidrone - - 1,422 comments

In regards to the "portable sleeping bag" question, you DO carry it in your inventory from the start, here's proof: I.imgur.com

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DerellLicht
DerellLicht - - 61 comments

Oh!! Okay, thanks!! So 2 was *yes* ... good...

I had tried out the previous version of AOR a couple of months ago, but had dropped it for some reason, I don't recall why; the 3 items are most common reasons, but I don't know... oh well, costs nothing to try !!

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kalidrone
kalidrone - - 1,422 comments

Atm though, the Inventory UI is a bit off atm though, since it looks like this ( I.imgur.com ) to me, and whenever I try to peer through the binocs I get this ( I.imgur.com ) instead, dunno why though, really odd...

Also, don't mind the upper-middle thing, that's just my Twitch Studio overlay bit.

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RachaCuca Author
RachaCuca - - 348 comments

I will launch a little update to solve this problem.

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kalidrone
kalidrone - - 1,422 comments

Thanks, it's very much appreciated. :)

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catNapper
catNapper - - 6 comments

bullet spongy enemy makes me sad :'(

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RachaCuca Author
RachaCuca - - 348 comments

In this update I solve this problem of the old versions.
But some high ranks NPCs have more health and carry better weapons.

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catNapper
catNapper - - 6 comments

well..the first bandit i met when i was leaving the clear sky base they have too much health for some reason, and i don't think they are..ermm high level, but i need like..4 shotgun shells to take them down..

could you..make an optional patch, to increase the gun damage to both the enemy and the player ? :/..it's little bit underwhelming for now imo..

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lavandin25
lavandin25 - - 201 comments

I can confirm that,enemies are so bullet spongy,you need to balance weapon damage or nerf enemy health.It took me a whole clip from Mosin Nagant to take one bandit down.Mod is cool but fix needed.

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RachaCuca Author
RachaCuca - - 348 comments

Download and extract the game again. Today I update the file and now the low ranks NPCs receive more damage. If you want, can use a optional addon that increase all the damages of the NPCs receive.

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RachaCuca Author
RachaCuca - - 348 comments

Download and extract the game again. I update the file and now the low ranks NPCs receive more damage. If you want, can use a optional addon that increase all the damages of the NPCs receive.

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catNapper
catNapper - - 6 comments

hey..i just wanna say good job with the update man :D, the optional damage increase mod is a nice thing to have, no more bullet spongy enemy and all..great job!

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Guest
Guest - - 689,941 comments

Will this be compatible with SRP at all? Thanks.

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RachaCuca Author
RachaCuca - - 348 comments

The mod already uses SRP.

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kalidrone
kalidrone - - 1,422 comments

I'm guessing Limpid's (Bandit techie) the only one who can upgrade SEVA Suits, right? I'm asking since after completing Wild Napr's side mission of liberating the slave camp from the Bandit scum in the vehicle graveyard at the Garbage area, the Bandit base's interior become completely inaccessible to the MC obviously.

Or is there another techie that can upgrade SEVA Suits perhaps? I'm asking since I tried taking one to various techies and yet they couldn't upgrade it for some odd reason.

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RachaCuca Author
RachaCuca - - 348 comments

I don't change nothing relative to the suits upgrades, so probably SEVA is only upgradable by the bandits. Maybe in the next update I make this suit be upgradable by another faction, maybe freedom.
Do you donwload the 2.1 update? This would help you with your problems with the 4:3 ratio.

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kalidrone
kalidrone - - 1,422 comments

I didn't try out the latest update yet, but the fact that you're working on it really means a lot, honestly. ^^

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Guest
Guest - - 689,941 comments

Hey there, so far I have played it only about 4 hours. And I must say I really enjoy it, especially the sound design combined with a remastered but vanilla-ish look.
But I still have few questions to ask:
1) Is the overall low damage for shotguns intentional.
2) Also (and i think this is not intentional) the incredible inaccuracy with shotguns while using slugs.
3) Again discussing accuracy. I was messing around and killed guid in the clear sky base and took his AK74U. Shoot it and oh boy i have a problem hitting something on like 10 meters.
Otherwise it is a lot of fun. :)

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RachaCuca Author
RachaCuca - - 348 comments

1 - I update the damage of the shotgun ammo in the version 2.2. Please download the mod again!
2 - I don't change the accuracy of the slug. It's a vanilla value
3 - Do you repair the Ak-74u? Weapons dropped by npcs will need repair or they will be more innacurate.

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Guest
Guest - - 689,941 comments

Brother, I really appreciate your efforts and I really enjoy the mod.Unfortunately, I was wondering if there was any way to modify the damage that enemies take back to what it was on the base game; I have the latest update and most enemies absorb shotgun bullets at point blank as if they were candies. This happened with all enemies I came accross, from the swamp up to the dark valley. I really like the mod, but it's somewhat underwelming to have enemies tank shots at point blank and feel powerless sometimes. Thanks for everything and have my best wishes for you, both in your works and in real life.

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RachaCuca Author
RachaCuca - - 348 comments

Download and extract the game again. Today I update the file and now the low ranks NPCs receive more damage. If you want, can use a optional addon that increase all the damages of the NPCs receive.

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CheekiBreekiJr
CheekiBreekiJr - - 106 comments

Is the latest version of srp compatible with this mod?

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RachaCuca Author
RachaCuca - - 348 comments

It alreay uses the SRP.

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Guest
Guest - - 689,941 comments

When i try to started, appears a message saying "OpenAl can´t create sound device" any idea how to fix it?

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RachaCuca Author
RachaCuca - - 348 comments

Yes, instal the OpenAL software:
Openal.org

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CheekiBreekiJr
CheekiBreekiJr - - 106 comments

I have been playing the mod for last two hours. First impression the mod is great. No bugs or performance loss. The weapon quality is great. The only problem i faced is the enemy is extremely bullet sponge. Note i am playing on master difficulty ( 5 buckshot point blank to a bandit face,still the bandit killed me with his noob pistol)

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RachaCuca Author
RachaCuca - - 348 comments

Download and extract the game again. Today I update the file and now the low ranks NPCs receive more damage. If you want, can use a optional addon that increase all the damages of the NPCs receive.

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Guest
Guest - - 689,941 comments

this mod can play on low end pc ???

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RachaCuca Author
RachaCuca - - 348 comments

I believe that yes.

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Guest
Guest - - 689,941 comments

The inventory grids are buggy with all the wrong sprites for all items. It keeps happening after encountering the bandits at the fishing market in the swamps

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RachaCuca Author
RachaCuca - - 348 comments

Try download the last version of the mod.

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Guest
Guest - - 689,941 comments

When i try to launch the game i get the " OpenAL: Can't create sound device" error. Please help me

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RachaCuca Author
RachaCuca - - 348 comments

Instal the OpenAL software:
Openal.org

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Guest
Guest - - 689,941 comments

Amigo está muy divertido tu mod me encantó pero tengo un gran problema no puedo guardar mi cargar las partidas ????

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RachaCuca Author
RachaCuca - - 348 comments

You can configure the F5 or F6 for quick-save or use the main menu to manually save or load your game. And use F8 or F9 to quick load.

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