Lost Alpha is a new episode of the S.T.A.L.K.E.R. series made by dezowave group for free!

"the original you always wanted brought to life"
Mod of the Year 2014 I Player's Choice
Description

STC ("small" tweaks collection) is a modular mods collection for Lost Alpha DC 1.4007, PRM and the new extended mod (DCE). The probably most extensive spawn menu for Lost Alpha and a mod for DCE to restore the default savegame handling are included too.

Preview
STC 1.54.2 small tweaks collection
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PRinceBhai
PRinceBhai - - 500 comments

Nice, N00bs can play this game now.

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artemas1337
artemas1337 - - 12 comments

and a full upgrade of weapons and armor will be added?

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player456 Author
player456 - - 58 comments

added

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foxy_pj
foxy_pj - - 8 comments

Nice collection. Thank you. I'm using few of your tweaks.
Are you aware that your mods (ini files) are crashing configurator?

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player456 Author
player456 - - 58 comments

I'm glad you like it.
I just installed everything to a new ".\mods" directory, but the configurator was working fine.
In which situation does it happen? What does your Configurator-Log say?
If it crashes, when you try to de-/activate a mod, please make sure, that you do not have a *.xdb* and *.~xdb* file with the same name in .\mods\

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foxy_pj
foxy_pj - - 8 comments

Hi.
Other mods are working fine and visible in launcher.
Your mods are working fine without .ini files
For example if i put STC_ActorArrow.xdb0 in mods folder, it is not visible in launcher as mod, but working in game.
If i add STC_ActorArrow.jpg and STC_ActorArrow.ini to mods folder, launcher working 5-10 seconds and crashing or if i go to mods tab in lancher, it is crashing.
Log:
[2019-03-24 08:11:08] I:Check for update...
[2019-03-24 08:11:08] I:No update found for configurator...
[2019-03-24 08:11:08] I:No update found for game...
[2019-03-24 08:11:14] E:Mod
[2019-03-24 08:11:14] E: at LostAlphaConfigurator.Readers.IniReader.GetValue(String p_section, String p_key)
at LostAlphaConfigurator.ViewModels.ModsViewModel.<>c__DisplayClass69_0.<<Init>b__9>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_1(Object state)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()

Please help to resolve this issue, it is not critical but uncomfortable.

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foxy_pj
foxy_pj - - 8 comments

Thank you.

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player456 Author
player456 - - 58 comments

I am sorry for any inconvenience and thank you for your hint and information.
To your Log: I'm by far no expert, but it seems like the configurator detected an incomplete or broken ini file.
I Just released V1.32 in which i added additional flags to the ini files and fixed some flaws in them.
If you continue to encounter problems, please add the Key "ChannelId=n" (replace n with a number, no spaces!) beneath [Mod] to an ini file.
Eg. a "1" will associate it with the LA official Mod-Cannel and show up in its section. We will see if it is neccessary.

Please inform me, whether this solves your problems, I can not verify anything, as for me everything works fine.

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foxy_pj
foxy_pj - - 8 comments

Hi.
I just updated all files (i use) from your mod V1.32 including INI and JPG in my mods folder and issue has been resolved.
Thank you.

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player456 Author
player456 - - 58 comments

Thanks for your reply, i'm glad this problem could be solved.

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foxy_pj
foxy_pj - - 8 comments

Hi.
After latest updates of "weapon and knife packs"
I have an error during loading saves.
FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 516
[error]Description : <no expression>
[error]Arguments : Can't open section 'up_gr_fourtab_ks23'

This error is connected to part of your mod All weapons upgrades. Probably it is outdated to new vercions of "weapon and knife packs".

Please update. Thank you.

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Chernobyl1993
Chernobyl1993 - - 58 comments

I got the same exact error.

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ColonelRH
ColonelRH - - 770 comments

You need to apply the new changes made to the PRM and update your addon ! Or you can just remove all upgrades perk from it to get rid of this crash ... .
You better keep your eyes open because the weapons pack is updated every few days otherwise skip the upgrades part for another time .

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player456 Author
player456 - - 58 comments

Hey, keep calm and polite ColonelRH!
Thanks to foxy_pj's note it is just ready!

You know that everything is modular and mostly independent? If you do not want to use something or it becomes broken over time, simply disable the problematic feature. I know this is annoying but it won’t prevent you from using the rest, as most other mods do.
However, you mentioned a big Problem: superfast rolling releases. It is difficult to keep up, because I finished the Game and created this mod while playing. Now I cant check everything for upcoming errors daily anymore.

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ColonelRH
ColonelRH - - 770 comments

Ehm what ? How did I insult you ? You made me read my comment like a 10 times ? Is it bad to give an advice ?
Or you thought that perk word an insult ?
You may be confused between prick and perk ...

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player456 Author
player456 - - 58 comments

Maybe I was too sensitive, but I understood:
"If you do not maintain a mod regularly and publish an update several times a week, better stay away from modding."

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ColonelRH
ColonelRH - - 770 comments

Nah , you got it wrong ! Who am I to choose whether you mod or not ? I gave you an advice about that matter , saying that you need to update whenever the weapons pack is updated ! Or you can just skip the upgrades part until the Wpack is finished to avoid unexpected crashes !
Anyways . Hope you understood what I said this time :)

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Polski_Sebek
Polski_Sebek - - 11 comments

I dont know why 10uses of toolkits doesnt work for me at first it worked but after my game crashed it stopped , i tried to re install mod , even entire game but nothing worked plz help

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player456 Author
player456 - - 58 comments

Please make sure that "gamedata\config\items\equipments\devices.ltx" does not exist, nor you have any other mod installed, that is altering this file.
It is also worth checking, if you are using a modded version of "gamedata\scripts\ui_repair_kit.script".
However, I just added a work-around, allowing repair-kits to be used infinite times.

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arr4kis
arr4kis - - 15 comments

N00bs can also more easily make first steps into modding due to the what-it-does/Changed-File list in the readme now.

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sgtskywalker
sgtskywalker - - 17 comments

The "Sell Everything" (4) and "Repair Everything" (1) tweaks from STC aren't working for me on Lost Alpha 1.4007 with official mods (PRM, Balanced Economy, etc.)

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mp150
mp150 - - 91 comments

Hello! I'm here to let you know that most of your tweaks I've just installed work fine when it comes to launching and starting the game. However, the issue arrives when it comes to the weapon related mods; the Eotech Holo Sight (no.16 in the description) does not allow the game to launch. I use the knife pack mod just like you, so per your instructions I installed the corresponding STC_QD_Eotech_Remainder files and the mod_knife_pack.xdb91, but the crash window reports the following:

Expression : fatal error
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 516
Description : <no expression>
Arguments : Can't open section 'sniper_hit_probability'

It could be that the knife pack mod got updated after you had made your mod. Thus I cannot progress pass this point of the installation, since other weapon tweaks could be suffering from this issue too.

In addition, you state in your instructions readme file under the V1.22 update that we need to install either the "ladc_prm_weapon_pack.xdb92" OR the "mod_knife_pack.xdb92", but the latter file is missing from the mod.

Other than that, thank you for the mod. Even if these don't get resolved, it should be fine nevertheless.

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player456 Author
player456 - - 58 comments

Thank you for your note.
I was unable to reproduce your Error, but applied some changes, made by PRM to one of the files and uploaded it.
If this does not help and the Logfile contains a more detailed error message, feel free to share it with me.
If you are using other mods, you might exerience a compatibility issue?

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mp150
mp150 - - 91 comments

Thank you very much for updating and adding the missing mod_knife file! After installing tweaks under the numbers 16, 17, 18, and 19, with the PRM pack updated (v2.68) and Knife pack updated (v2.64), the game did not crash and so far everything works. The one weapon related tweak I have not installed yet is the USAS/Steyr/Saiga modification (ladc_prm_weapon_pack.xdb50 file, no. 26), because I would like to ask you how drastic the change is to the gameplay by adding upgrades to these three weapons.

Cheers!

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player456 Author
player456 - - 58 comments

Thanks for your help.
I used non tweaked, existing upgrade schemes: Aug(Fn2000), Saiga(Vepr), Usas got it's old. They will not become superguns, if you mean that.

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mp150
mp150 - - 91 comments

Alright, I installed that too and no issues.
There's one thing though, about Fox: I have the ''Repair and Upgrade - Gunsmiths'' installed (STC_RepairAll-Fixer files) and he won't fix a weapon that's too damaged. I'm guessing this shouldn't happen?

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player456 Author
player456 - - 58 comments

I was not able to reproduce your Error again.
Please make sure, that "inventory_upgrades.script" does not exist in your gamedata directory.

Did you bring enough money? A complete repair might be expensive...

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mp150
mp150 - - 91 comments

Found the conflicting mod; it's the Balanced Economy 1.0 which is one of the official Lost Alpha mods that you can download from the Lost Alpha launcher. Since it's packaged like your mod, I extracted both of them using the Dead Air mod unpacker, copied your changes to it via Notepad, and installed the whole thing manually into the gamedata folder. Everything is fine now :)

By the way, what do you think about increasing the grenade explosion timer to 4 seconds for both F1 and RGD-5, as a tweak idea? Without enemies throwing grenades back it's kinda easy for you, but I think this would be beneficial even with that mod installed.
I believe the current value is 2.5 seconds (''destroy_time = 2500'' in both config files). That's how I changed it when I played with Autumn Aurora, yet doing this for lost alpha or just copy-pasting the original files without any change into the gamedata folder makes the game crash upon equipping the grenade. Weird sorcery.

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player456 Author
player456 - - 58 comments

Interesting Idea. Modded and uploaded.
Thanks for your hint.

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mp150
mp150 - - 91 comments

And thank you for being a kind sport and considering my suggestion. Now I can avoid being grenade spammed from better armed enemies (unlike in vanilla Clear Sky), and killing them with my own grenades will be more challenging.
I also improved the rating of your mod ;)

One last (general) question, since nobody says much about it on the internet... How often do Blowouts appear in LA? I think I've been playing for over two in-game days (with a few hours of sleeping) and haven't encountered a single one. I use the Extended Weather mod though.

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player456 Author
player456 - - 58 comments

Thanks for that.
I am not sure, but it seems like a blowout should occur every 24 or 48 hrs in real time.

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mp150
mp150 - - 91 comments

Wow, I finally awaited it, barely made it to safety before succumbing, couldn't even enjoy the scenery.

Anyway, I appreciate all the info you have provided. I'll report if anything strange happens with any of the tweaks, but until then I wish you well :)

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mp150
mp150 - - 91 comments

Hello, me again. Thank you for removing the Blowout timer! I haven't even thought about it too much, yet it adds up to the immersion. But I'm writing this because I have come up with another tweak idea:

In the original game you already have an anomaly and radiation detector from the start. Here you have to purchase one and I feel it's not that particularly neccessary when it comes to anomalies - at least not in the initial four story-related levels I have so far visited - however, it would be a great choice as a radiation detector, if it wasn't already clear you're in a radioactive area by the fact that your screen color goes gray. What if you removed that image modifier, so that the screen remains normal and we would never realize we are in an irradiated area before it's too late? I mean, radiation is an invisible killer. This tweak would make an anomaly detector a much more valuable purchase. What do you think?

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player456 Author
player456 - - 58 comments

You are right!
Uploaded.

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mp150
mp150 - - 91 comments

Thank you too for constantly enriching this package :)

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mp150
mp150 - - 91 comments

Just a heads-up if anyone reports the Blowout timer not working: the modders in charge of the PRM weapons pack, which many people use, have lately started modifying files outside of the weapon related areas (for some ******* reason). One of those files is also the surge_manager script, meaning the timer will still be there if you use that mod. The three small changes they made to that file do not seem important or gameplay-altering. So I think it's fine to use the blowout timer tweak; however, to make it work, you have to unpack the STC_no_blowout_timer.xdb0 file (use the Dead Air Unpacker mod), then you put it manually into your Lost Alpha installation folder.

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player456 Author
player456 - - 58 comments

Thank you!
You can also rename STC_no_blowout_timer.xdb0 to ladc_prm_weapon_pack.xdbn (n>1).

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player456 Author
player456 - - 58 comments

Fix available.

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MK_Nomad
MK_Nomad - - 23 comments

It is possible to include Autumn Aurora2 compass/minimap?

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player456 Author
player456 - - 58 comments

Good idea, thank you.

Available.

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MK_Nomad
MK_Nomad - - 23 comments

Wow I see you implemented and thanks me on notes LOL.
Installing it right now and ready to test!
Good year by way.!
Edit: Could be that the compass North is inverted? I mean does not match the game main map..

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mp150
mp150 - - 91 comments

Nice! I never knew how much I wanted it until I installed it.

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mp150
mp150 - - 91 comments

Hey boss, it's me again. Happy (late) New Year!
Here to let you know about an issue which can be easily fixed.

I arrived at the gate with the military and upon completing the conversation after the cutscene I received no RPG from the lieutenant to complete the task. Disabling your ''STC: Powerful RPG for Quest v1.00'' fixes this, but then I get a regular RPG whose two shots aren't enough to complete the task. I put your files manually in the gamedata folder just to be sure, but it was the same. So I unpacked the ladc_prm_weapon_pack.xdb90 and STC_Powerful_RPG_Task.xdb0, and upon checking the dialog_stancia.script there's a line ''dialogs.give_items("wpn_rpg8", 1)'', but in your w_rpg7.ltx file there is no ''wpn_rpg8'' reference, so I naturally don't get the desired weapon from the Lt.

The reference is actually ''wpn_rpg7_m1'', and putting it in the script solves the problem (25kg, dude! dafuq xD)

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player456 Author
player456 - - 58 comments

Thank you.
I, too, wish you (all) a successful "new" year 2020.
:)

Fixed.
I was not able to test it and hope it works..

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mp150
mp150 - - 91 comments

I'm positive you corrected it properly, like I mentioned. I successfuly tested my version three times. Too bad the military BTR later also gets destroyed just as easily when you use it. What a lousy design of the the whole NPP Military sequence, left a bitter feeling in me.

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player456 Author
player456 - - 58 comments

Thank you for testing. I agree with you.

At first I implemented the powerfull RPG as an indipendent weapon ("wpn_rpg8"), but missed to change "dialog_stancia.script" after creating a version of the standard RPG-7 for release, because to me it seemd less likeley that eg. the PRM team would change the RPG specific files to a degree, that would cause incompatibilities and crashes, than the more generic file "weapons.ltx", needed to hook in new weapons.

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mp150
mp150 - - 91 comments

I said this once in a comment on the main modpage of LA, that I am annoyed at how the PRM team steered away from the weapons and equipment to other areas (non-weapon related scripts, creature modifications, some dialogue files etc.), and fails to mention this in the mod description in the launcher. I also noticed that quite a good number of its weapon models are from a Finnish 3D artist Hans Palm, known as Millenia, who released them for Fallout New Vegas, but he is not credited among the authors of the pack, so they definitely stole his content.

Some obvious examples:
Nexusmods.com
Nexusmods.com
Nexusmods.com

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Specialist_Jenkins
Specialist_Jenkins - - 7 comments

So I'm playing with the latest PRM Weapon Pack and everything is working great, all the weapons can be upgraded perfectly, However the issue I'm having is that people are no longer buying at any durability anymore, this is occurring with and without the balanced economy add on enabled. Do you have any suggestions as to what I can do to fix this problem?

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player456 Author
player456 - - 58 comments

Fix available.

This happend, because the PRM team applied some changes to trade_manager.script and mods for LA are regularly replacing and not updating files. (They changed the variables "resupply_hours_min" from 3 to 10 and "resupply_hours_max" 6 -> 12). Because of this, a standalone mod is no longer sufficient. The PRM pack needs to be patched. This can be achived by adding a file to the gamedata directory or using a xdbn mod package with n > highest n of files from depending mod. It is possible, that there are other methods, I am not aware of...

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Specialist_Jenkins
Specialist_Jenkins - - 7 comments

Ok so I added your fix and it fixed Sid, he now buys all my items/guns at any percentage. However stalkers and Barkeep still refuse to buy my low-quality guns. Do you have any recommendation of what I can do?

I have PRM 2.79 and a couple of your PRM Addons, maybe I should disable them?

Thank you for the quick fix however.

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player456 Author
player456 - - 58 comments

Patch available!

You wrote, you are using the balanced economy mod.

It also includes the file "trademanager. script", that I am using to break the condition-depending trade mechanism (add one line and you are done...).
If you have downloaded balanced economy by modmanager, you can rename any xdb file found among the Trade_all files to "mod_ultra_hardcore_economy.xdbn" n = number...
I released a suitable patch, however.

Besides that, I compared balanced economy 1.12 with PRM 2.79. Surprisingly, all files are available and only two artifact price calculation factors slightly differ.

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Specialist_Jenkins
Specialist_Jenkins - - 7 comments

It works wonderfully, I tested it on Stalkers,Sid and barkeep. Thank you for helping me so quickly 10/10.

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