This mod is a merge of work from some of the best modder's on the Stalker scene. The Merge mod is made up of a selection of mini-mods and other additions put on top of Atmosfear 3, Absolute Nature 3.1 (full version), OWR 2.1(extended version), Variation mod. Artifacts mod, Unreachable stash fix, Zone grenades(reward only), Bar music, Extra outfits and helmets. There's numerous tweaks such as how your now unlikely to find any high end weaponry in stashes(randomised content still) and the Underpass can be revisited, The read me includes the credit list. I've been meaning to move this from the Rus Trans mod page for some time so here it is.

Description

On top of the Merge mod 2013 this adds Absolute nature 3(Full version), Artifacts mod, Unreachable stash mod, OWR 2.1 (Full version), Zone grenades(reward only), Bar music, Extra outfits and helmets. There's numerous tweaks such as how your now unlikely to find any high end weaponry in stashes(randomised content still) and the Underpass can be revisited, The read me includes the credit list.

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Merge mod 2014
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Anna_Maniac
Anna_Maniac - - 319 comments

Woah, did not expect this. Thanks Nasha!

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D.M.E Author
D.M.E - - 4,446 comments

Cheer's, It was worth uploading this version as there's quite a bit that's different compared to 2013, I've also made it so that radiation and anomalies are more deadly but it's not masochistic. I'm uploading Devolution next..

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unn4m3d!
unn4m3d! - - 12 comments

hello, is there any new things between the old and new version of devolution?

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D.M.E Author
D.M.E - - 4,446 comments

I was changing the weapons pack but I think that's gonna be scrapped, It's mostly the same except how some of the quests I added work, They will be a bit different. Weapons have iron sight fixes courtesy of someone else (I forget who, it's in the read me). And some other tweaks. It's not really that different, Smoother hopefully..

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unn4m3d!
unn4m3d! - - 12 comments

great, i really like Devolution, and what about the crash when a emission occurs in the clear sky base?

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D.M.E Author
D.M.E - - 4,446 comments

I never found a way around that which was why you start with an anabiotic, I have had an idea I need to test that may fix it though.

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☣GenezisO☢
☣GenezisO☢ - - 2,268 comments

wow, gonna try asap

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brenodnf
brenodnf - - 23 comments

Does this mod adds new quests and the like?

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D.M.E Author
D.M.E - - 4,446 comments

No It's the vanilla storyline.

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Capt.Host
Capt.Host - - 853 comments

Won't play this yet, but I'm definitely eager to play AMK Devolution all-in-one.
Great work David, as always ;)

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peank
peank - - 48 comments

I'm going to try this but would you be able to do a complete feature list as to what mod you put in here? A list of new weapons, items, armors, and the like will be great too!

I was hoping you could also put in Arsenal Overhaul weaponry and make it so that rookies wield more traditional/old weapons and expert wield newer/modern guns as to provide a sense of progress in the game.

Either way, great mod and curious to know what's included. Thanks!

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D.M.E Author
D.M.E - - 4,446 comments

This is written for the 2013 version "Merge includes: Af3, AN3, OWR mod, Variation mod, Dynamic helmet mod, Rucksack mod, Cut monster mod, monster parts mod, Random anomalies, Randomised stash content mod, Tremor replacement mod, Alternate Seva suits mod and many other additions"

The 2014 version includes these plus what's written in the description above, And other tweaks I can't remember of the top of my head.

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Plakkis
Plakkis - - 3 comments

Is it possible in any way to merge this with MSO?

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D.M.E Author
D.M.E - - 4,446 comments

MSO was not finished and is too unstable plus merging with this would be a real nightmare.

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Plakkis
Plakkis - - 3 comments

Ah what a shame, MSO could've bring some interesting features on top of all this

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☣GenezisO☢
☣GenezisO☢ - - 2,268 comments

what should I do with scopes folder in EXTRAS, they said I should use the same version as dX I use, but what if I use dX 11, there are no dX 11 scopes in there, and also my ratio is 16:9, not 4:3 neither 16:10

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D.M.E Author
D.M.E - - 4,446 comments

Static and DX9 are one set and DX10 and DX 11 are the other set.

Just try it as it is though. I was running DX 11 and 16:9 so it should be fine as it is for you.

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millerkiller357
millerkiller357 - - 24 comments

Hey nasha just a suggestion but do you think there could be merge mod with shoker weapons and a helmet hud at all. just asking but i think it would be pretty dang cool with their weapons and that and the mods in this one all merged.

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xredxrumx98
xredxrumx98 - - 10 comments

I keep getting a stack trace error when I use the stash box in skadosvk for the first time. pls help.

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D.M.E Author
D.M.E - - 4,446 comments

Have you done any changes or additions, Also what are you putting in the box?

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Shekure
Shekure - - 2 comments

Overall, I really like this mod, however, would it be possible to merge this with a more expansive weapons mod such as Shoker 2.1? The dynamic equipment feature would need to be removed to avoid errors with the variation mod, but would the weapons be possible to add?

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D.M.E Author
D.M.E - - 4,446 comments

I haven't really looked at the newest Shoker so I'm unsure what it would entail, I'm about to upload a newer version of this with quite a few changes however the weapons will be the same apart from a couple of minor additions such as a few of the unique's from SOC like Big Ben, Combat Chaser and the Threaded SPSA-14 etc. Shoker seems popular so I may use it in the future if there okay with that (I'd have to ask them first).

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millerkiller357
millerkiller357 - - 24 comments

hey nasha are you gonna do a lost soul translation for sgm2.2 or is there already one

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D.M.E Author
D.M.E - - 4,446 comments

I didn't think it really needed one, Has it got extra dialogue then? I thought it only had additional kit not extra quests or dialogue.

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Dukedepouille
Dukedepouille - - 6 comments

This mod is seriously awesome! In the last week i have spent quite a few hours looking for a mod that would make my CoP feel brand new, providing the motivation to start a new game. I've been trying out a few but they didn't meet my criteria, as i am very hard to please and want only the highest levels of immersion and coherence. I was surprised to see that in this regard, this mod does much better than most of the popular and well-publicized mods. You really did a great job there, congratulations.

After a few hours playing around in Zaton i noticed a couple of details which don't help the immersion, like a rifle that looked like plastic and the hilarious, not-scary-at-all cat noises. But they're really just details.

Unfortunately i found two issues which aren't just details, and i can live with them for now but i know at some point they will tire me out and make me stop playing this mod -which would be really sad cause it's so cool:

- The overabundance of anomalies. They're all over the place, and to survive your journeys you must either not sprint (which is boring) or save every 50 meters (which is ridiculous), and in all cases it makes it tedious to move around in the Zone. Moving around in the Zone should be tense and thrilling, not tedious. But actually i could endure this problem if it were the only one.

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D.M.E Author
D.M.E - - 4,446 comments

Thanks for the positives and thanks for the negatives too, It's good to get both. The anomalies are something I enjoy but I have learnt how to avoid them, Getting a Svarog detector solves the problem they cause. There not hard to avoid though as there's not too many of them really, You can see several and others have audible warnings so you can manage if you put a little work into looking, I run around okay as you also learn there positioning and there not OTT (all over the place) like some mod's I've seen them in, there more strategically placed forcing you to learn routes into the Skadovsk etc. The plastic rifle, Which is it? I used OWR and think there pretty good personally, Is there a mod you know with better cat sounds?

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Dukedepouille
Dukedepouille - - 6 comments

- The overabundance of mutants. Here's the real problem. Mutants are roaming everywhere all the time, attacking each other tirelessly, running after you, annihilating NPCs. This forces you to either make countless detours to avoid them, or kill whole packs of them every 30 seconds, which adds a lot to the tediousness of journeys, but most importantly is a big, big immersion breaker. Seriously, hearing gunfights happening constantly wherever you go and wherever you stop gets quickly ridiculous.
I really love to take my time when i journey in the Zone: scrutinizing the place with binoculars to determine a safe path, checking out what's up when i hear a gunfight, maybe give a hand, you know, things that make you feel like you're part of a living world, you make a difference and you better be methodical. Well it's impossible here. NPCs drop like flies, like mutants have decided to wipe them all out and there's no point in trying to help anyone. You can still try to be methodical and determine safe routes, but ultimately it's more about luck and ability to outrun mutants. In the end it all feels quite frenetically run'n'gun as you try to run and gun your way through a chaos of bodies piling up and things wanting you dead. The coherence is thrown out the window as it is desperately obvious that no squad of stalkers is ever able to go on a journey and make it home alive.

So I’m asking you this simple question: what can i do? I fear there won’t be a simple answer, though. Messing around with the spawn values in the config files seems to be a long, complex task and i don’t want to **** things up. I don’t think you can just indicate some corrective file to download and install, either. But, hey, doesn’t cost anything to ask, and even if you can’t help me well at least you have some talkative feedback here.

Thank you a lot for all the work and dedication, anyways. You totally rock, dude. Keep the spirit up!

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D.M.E Author
D.M.E - - 4,446 comments

You could just remove the spawn files from the Zaton, Jupiter and Pripyat folders but you won't get the new mutants then. I actually though I'd been conservative with mutant spawning, especially when compared to other mods I've tried.

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Kesker
Kesker - - 48 comments

Great mod,really a huge improvement over 2013.
However my main complaint is the incredibly absurd overabundance of zombies.I mean,really.One emission and these things are all of the sudden the dominant mutant.That and the fact you can't alter Atmosfear settings,which is part of the problem.

Also,after killing Morgan and the rest of the bandits in the Assault on the Ranger Station mission,a huge horde of zombies came into the Ranger Station and killed all but one stalker(Which was made an important NPC,until I got my reward from him.)

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D.M.E Author
D.M.E - - 4,446 comments

I may change the Atmosfear settings so zombies aren't spawned by emissions in the next upload as like you said they do become over bearing. Maybe I'll make it so they explode instead that way there's also no looting from them.

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CannavaroJ
CannavaroJ - - 2 comments

I love this mod.Thank you.

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D.M.E Author
D.M.E - - 4,446 comments

Thanks.

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Laz3456
Laz3456 - - 4 comments

I have been playing Merge 2013 and nearly completed it couple of times. I thought that was by far the best COP mod I had played but 2014 is even better! I have just started a new game and exploring Zaton, having a great time with the new weapons but cannot seem to find any armour to replace the dodgy bandit jacket I started with. Is there any better armour to find (none at my usual first stop which is Barge) or does it have to be brought from a trader? Not that it bothers me in the slightest as this version has taken COP to a new level. Thank you sir for your most appreciated efforts!

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Laz3456
Laz3456 - - 4 comments

I found the Sunrise armour at the service station so all is good. Thanks again for this top mod.

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D.M.E Author
D.M.E - - 4,446 comments

Sorry for the late reply. SPOILER, The best way to get a free unique outfit is to do the task that leads to the stash in the safe thats underneath the train platform near Yanov station.

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Guest
Guest - - 689,338 comments

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Guest
Guest - - 689,338 comments

or what ever mod that adds more artifacts :P

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D.M.E Author
D.M.E - - 4,446 comments

The artifacts used in this mod are just what I've taken from different sources.

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Guest
Guest - - 689,338 comments

I died before reaching Noah due to stepping in a puddle. Sadly I won't get to enjoy the fruits of the thousands of hours that people have spent on development, translation, and compilation. QQ

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lol3r_86
lol3r_86 - - 1,372 comments

And you didn't hear your detector beeping like crazy did you? Anomalies are supposed to be damaging not fu*k this beepin **** ill run through it easy to cross. When you hear a beep you should stop get this thing called "bolt" out and throw it all around so you won't die. Instead some whiners choose the "screw this mod which gives me some challenge" option and run away whining how absurd it is cause a puddle (anomaly) killed him out of his laziness.

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D.M.E Author
D.M.E - - 4,446 comments

Radiation? Take a rad pill. If you want an easy time lower the level you play on to novice or remove the file that makes water radiated,

Remove the gamemtl.xr file from the gamedata folder.

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teddylovetales
teddylovetales - - 30 comments

nice thumbs up :D

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pop72
pop72 - - 40 comments

After finishing the "covert operation", I can't find the wounded merc. Is that a screwup on my part? Or is he that good at hiding? The mysterious merc is standing, looking, but won't talk.

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Сталкер_86
Сталкер_86 - - 6 comments

This is best mod for CoP I've played (I hate Misery). Everything is working OK with exception of sniper rifles. Many of them is unable to hit moving target (Mosin, Svd...). And is there any spawn mod/option for this mod? I really would like to try all guns and artifacts.

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