The Sky Reclamation Project (SRP) is a community patch to address bugs that remain in S.T.A.L.K.E.R.: Clear Sky after the official patch v1.5.10.

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Issues addressed:

Crash fixes:

+ Fixed instability and savegame corruption in Limansk.
+ Fixed some memory leaks which could eventually crash the game and/or corrupt a save file.
+ Fixed a crash in Agroprom if Orest strays from his spot by the loner base window.
+ Fixed a crash in the Red Forest if the trader in the mine strays from his spot at the desk.
+ Fixed a crash in the Garbage if the flea market is attacked while the player has an active task from Wild Napr.
+ Fixed a crash upon entering the Garbage if the player took Yoga's task to kill Stringov, accepted Stringov's bribe, left Stringov alive, finished the task while Yoga was offline, and did not loot Stringov's stash.
+ Fixed potential crashing due to smart terrain overloading.
+ Fixed several potential crashes caused by the game attempting to alter the attitude of a non-existing squad.
+ Fixed several potential crashes caused by missing script logic sections.
+ Fixed several potential crashes caused by buggy dialog trees.
+ Fixed a potential Army Warehouses waypoint crash when mutants attack the military base.
+ Fixed a potential Cordon waypoint crash when an NPC enters the 'Bonfire in forest'.
+ Fixed a crash upon the game trying to assign a 'capture' task to a non-existing squad.
+ Fixed a crash upon attempting to load or delete an already deleted savegame.
+ Fixed a rare crash upon reloading a savegame.
+ Fixed a rare crash caused by a missing mesh.

Quest fixes:

+ Fixed Clear Sky's "Find a way to the Chernobyl NPP" task not completing.
+ Fixed the issue where any active 'defend' tasks would be cancelled upon loading a savegame.
+ Fixed the issue where the player could simultaneously pursue contradictory tasks for Yoga and Wild Napr.
+ Fixed Orest's tasks in Agroprom becoming available only on chance if the player kills the defensive bandit squad in the train tunnel before accepting Orest's request to do so.
+ Fixed Orest's "Destroy the mutant lair" task in Agroprom being activated only after the player has already killed most of the mutants that Orest assigned to be purged.
+ Fixed the issue where the "Receive the reward from Krylov" task in agroprom would not cancel if the player joins the bandits or Freedom.
+ Fixed the "Defend the stalkers in the anomalous area" task being received and immediately cancelled when the player completes the "Guard the stalkers on their way to the anomalous area" task in the Red Forest.
+ Fixed the issue where a generic 'capture' task directed toward the Devilish Encampment would be assigned simultaneously to the Red Forest task to "Guard the stalkers on their way to the anomalous area", which has the same objective.
+ Fixed the issue where failing or cancelling a 'return item' task at the Army Warehouses would make the task available again, yielding an exploit whereby the player could gain an indefinite supply of the requested item(s).
+ Fixed the "Return the experimental device" task being available from Duty members despite its description implying that the task-giver is a neutral stalker.
+ Fixed the Yantar "Help: Scientists' camp" task being received and immediately cancelled when the player attacks the scientists' camp.
+ Fixed the Yantar "Follow the stalker onto the hangar roof" task being completed rather than cancelled if the player does not get into position before the cooling device has been repaired.
+ Fixed Freedom's "Eliminate the potential threat at the gas station" task being cancelled when the player completes the task.
+ Fixed Freedom's "Deliver ammo to the outpost" task being completed rather than cancelled when Chekhov informs the player that the outpost has been attacked.
+ Fixed Freedom's "Respond to the SOS signal" task being received and immediately failed whenever the player goes near the dead squad if the player initially fails the task.
+ Fixed Freedom's "Respond to the SOS signal" task being received and immediately completed after the player talks to the outpost commander if the player has already discovered the squad's fate.
+ Fixed Freedom's "Respond to the SOS signal" task sometimes failing to be assigned if the player enters the Dark Valley through the Cordon.
+ Fixed the issue where the player could bypass Freedom's "Respond to the SOS signal" task by leaving the Dark Valley before the Freedom outpost commander has finished speaking.
+ Fixed the Dark Valley task to "Find Freedom’s base" being received and immediately completed if the player has already found Freedom's base before the task becomes contemporary in the storyline.
+ Fixed the Dark Valley task to "Talk to the outpost commander" being received and immediately completed upon the player entering the Dark Valley if the player has already spoken to the outpost commander before receiving the task to find Fang.
+ Fixed the issue where the player could delay reception of the Agroprom "Talk to the outpost commander" task (and cancellation of the "Find the stalker group’s stash" task) by bypassing its space restrictor.
+ Fixed the Limansk "Find the generator" task failing to complete when the player deactivates the generator if the player rushes to the apartment building and climbs onto the roof before the squad leader has finished the dialog which assigns the task.
+ Fixed the Limansk "Return to the group commander" task failing to cancel when the player deactivates the generator if the player has not by then returned to speak with the squad commander.
+ Fixed the Limansk "Return to the group commander" task becoming available multiple times if the player moves outside of the squad commander's immediate proximity while he is speaking.
+ Fixed the Limansk "Destroy the machine gun nest" task being assigned to the player even if it has already been destroyed by the time the task would be contemporary.
+ Fixed an onslaught of tasks being suddenly received and completed in the Abandoned Hospital if the player kills the sniper earlier than intended.
+ Fixed the issue where the player could break the storyline at Agroprom by killing the Duty outpost commander while he is speaking or by leaving the map before he has finished.
+ Fixed the storyline breaking if the player kills every stalker in the Cordon stalker base before extracting the location of Sidorovich's loot from Khaletskiy, even after paying Sidorovich to set things right with the stalkers.
+ Fixed the storyline breaking if the player suppresses the Limansk military MG nest during the interval between receiving and completing the task to speak to the Clear Sky squad commander.
+ Fixed the storyline breaking if the player speaks to Forester before responding to the SOS signal in the Red Forest.
+ Fixed the issue where the dogs that spawn to attack Vasyan might fail to do so due to nearby NPC interference, hindering storyline progress.
+ Fixed the issue where the dogs spawned for Wolf's "Help the stalker" task would not attack Drifter if the player picks up Sidorovich's loot before taking the task.
+ Fixed the issue where the player would in some circumstances fail to properly receive credit for killing the boars during the tutorial mission in the Swamp.
+ Fixed the issue where 'return item' tasks would sometimes be unavailable to the player when they should be available.
+ Fixed the issue where 'clear the road' tasks would sometimes get haphazardly cancelled or fail to be assigned when intended.
+ Fixed the issue where 'clear the road' tasks would get cancelled when they should register as complete.
+ Fixed the issue where 'capture' tasks sometimes would not register as complete when they should.
+ Fixed the issue where 'capture' tasks would sometimes be offered by NPCs even for smart terrains that are already under attack.
+ Fixed the issue where 'find upgrade' tasks would not cancel when the player joins a faction hostile to the task-giver.
+ Fixed several instances where a generic faction war task would fail when it should instead cancel.

Gameplay fixes:

+ Fixed erratic corpse cleanup behavior.
+ Fixed the broken artifact respawn system.
+ Fixed a range of NPC script logic errors.
+ Fixed a range of issues with the faction wars.
+ Fixed the buggy updating of NPC trade supplies.
+ Fixed a cover scheme bug that could make NPCs unresponsive.
+ Fixed the issue where squad NPCs could sometimes vanish right in front of the player.
+ Fixed the issue where NPCs would sometimes perceive an enemy as a threat even after the enemy has been killed.
+ Fixed a range of circumstances in which Yoga's logic would break, causing all subsequent tasks from him to become unavailable.
+ Fixed the issue where Vasyan's logic could break, forcing the player to kill him to advance the storyline.
+ Fixed the issue where NPCs would sometimes fail to turn hostile or friendly to the player when they should.
+ Fixed the issue where the robbery scheme would remain active even for camps that the player has been tasked with assaulting or defending.
+ Fixed the issue where a squad NPC would not always be assigned the role of a guide when the relevant squad enters a camp for which a guide is suitable.
+ Fixed the issue where some factions would spawn well-equipped NPCs even before their resource level has increased by the amount intended as a prerequisite for doing so.
+ Fixed the issue where, upon leaving the Swamp for the first time, the player's relation to the Clear Sky faction would reset in its entirety instead of only in respect of that component of it which was yielded just by being a member of the faction.
+ Fixed a glitch which would allow the player to use a guide's services even if the player couldn't afford it, potentially leading to a situation where the player has negative money.
+ Fixed the issue where the Freedom base gate would open before the player has found the active PDA on the dead blockpost commander's corpse, enabling the player to speak to Chekhov prematurely and break the storyline.
+ Fixed the issue where the player's weapon would sometimes be intermittently holstered during a firefight at a faction base despite being an enemy to the current residents of the base.
+ Fixed the issue where the bandit base gate would get closed and locked when the base is assaulted even if not captured by bandits.
+ Fixed the issue where bandits would try to mug the player even if the player has joined their ranks.
+ Fixed the issue where the player could not drag and drop objects with the SEVA suit equipped.
+ Fixed the issue where important characters would not disappear when they are supposed to during a raid on their base either by the player or another faction.
+ Fixed the issue where Senka would occasionally rush out of the bandit base and get killed by enemies.
+ Fixed the script bugs causing the sudden deaths of Drifter and Hound and made some important characters invulnerable to prevent their accidental demise.
+ Fixed the issue where the stalker squad overlooking the Vehicle Station in the Cordon would be blocked from raiding it with the player in exchange for payment until Valerian has tasked the player with assaulting it.
+ Fixed the Dark Valley mercenary base tunnel detonating (i) prematurely if the player wanders behind the deserted factory before receiving the task to purge the base; (ii) after it should have already gone out of commission if the player enters the relevant space restrictor for the first time only after the reward dialog with Chekhov.
+ Fixed the issues where the Dark Valley entrance hold-up (i) could occur prematurely if the player enters the Dark Valley before being tasked with chasing Fang there and (ii) would happen even after the player has reached Freedom's base if the player did not speak to the outpost commander before doing so.
+ Fixed the issue where the player's 'stashes found' statistic would rise even when emptying a stash box of items placed inside it by the player.
+ Fixed the exploit whereby the player could obtain multiple sets of stash coordinates from a corpse by re-checking it after leaving and re-entering the map wherein the corpse is located.
+ Fixed the Red Forest bridge lowering sequence becoming prematurely unlocked.
+ Fixed the issue where the stalker squad headed toward the Devilish Encampment in the Red Forest could, in rare circumstances, spawn right in front of the player.
+ Fixed the issue where the Witch Circle squad in the Red Forest would not necessarily turn hostile if the player kills the ambush squad traitor while he is still yelling for help.
+ Fixed the issue with the first Clear Sky 'return item' task where the Makarov PM on the soldier's corpse is not actually "modified" despite the task description clearly stating that it is.
+ Fixed the issue with several Army Warehouses 'return item' tasks where multiple units of the requested item would be taken from the player for completion of the task if the player is in possession of more than one unit of the relevant item upon returning to the task-giver.
+ Fixed the issue where Drifter would not offer any reward after the player saves him from dogs. He should offer stash coordinates for the third Cordon flash drive: 'electronic stabilization system for shotguns'.
+ Fixed the issue where the reward in secondary task tooltips would fail to update properly after resuming progress from a savegame wherein the player already has an outstanding reward from the relevant faction.
+ Fixed all issues where submitting a flash drive with upgrade schematics would unlock the wrong upgrade.
+ Fixed the issue where the 'Lost Party's PDA' in Yantar would not be transferred to Sakharov upon talking to him following completion of the task to retrieve it.
+ Fixed the issue where several varieties of weapon would not be properly identified as such when the player's inventory is checked for dialog availability purposes.
+ Fixed the issue where ammunition would not aggregate into full boxes in the inventory, making its transference to a container tedious and providing a profitable exploit for 'bring ammo' tasks.
+ Fixed the issue where supply boxes on smart terrains controlled by online squads would generate more supplies with every game reload.
+ Fixed the issue where NPCs would drop the wrong type of ammo for some weapons.
+ Fixed the issues where (i) Chekhov would not be marked as an important character on the map and (ii) the Duty outpost commander at Agroprom would be flagged as an important character even after he has become functionally generic.
+ Fixed the mechanic specialization tooltip displaying 'none' for some mechanics who do not lack a specialization, e.g. Yar and Major Zvyagintsev.
+ Fixed the issue where squad info tooltips would fail to update properly and would, consequently, sometimes display the wrong target location.
+ Fixed several bugs pertaining to the displaying of squad map spots, including the issue where its color would react sluggishly to relationship changes to the player.
+ Fixed the issue where crows could get stuck floating in the air upon being shot.
+ Fixed the issue where the health restore upgrade for the Freedom Exoskeleton would make the player bleed out faster rather than slower as intended.
+ Fixed the issue where the VSS "Vintorez" received as a reward from Forester could not be upgraded.
+ Added the missing 'doesn't use shot' text to the threaded barrel upgrade tooltip for the Mossberg 88.
+ Corrected the behavior of shot megaphones.
+ Corrected the mesh, name, icon, and description of the several varieties of 7.62x54 mmR ammunition.
+ Extended GSC's implementation of rank-dependent NPC money from just Duty, Freedom, and the bandits, to all the game's factions.
+ Removed the out-of-place AK-74 from Scar's starting inventory which was introduced there by patch v1.5.10.
+ Deleted the duplicate supply box spawn at the Trailhead in the Swamp.
+ Moved the eastern Cordon-to-Garbage level changer in order to make the player less likely to accidentally walk into it.
+ Made both the inventory box in the Old Church at the Great Swamp and the downward-facing safe at the Yantar factory less tedious to access. Also spawned a wooden box underneath the former in order to prevent it from seeming to levitate.
+ Made it possible to refuse payment to Garbage bandit robber squads via dialog.
+ Improved support for playing the game in a non-linear fashion.
+ Fixed the Abandoned Hospital not having a map in the PDA.
+ Fixed a multitude of info portion and texture related console errors.
+ Fixed armor descriptions pertaining to artifact containers and upgrade possibilities.
+ Assigned unique names to some quest weapons and armors that were missing them.
+ Corrected several typos and standardized the formatting of all dialog, UI, and PDA message texts.
+ Fixed all buggy stash coordinate reception conditions.
+ Slightly improved stealth across saves.

Dialog fixes:

+ Fixed the exploit with the Forester 'Compass' artifact submission dialog where the player could repeatedly break the dialog before being told the space anomaly coordinates and then re-enter it to receive the reward (a VSS "Vintorez") again and again an endless amount of times.
+ Fixed the issues in the Cordon where the player could pay the stalker squad on the hill (i) multiple times for their assistance in dealing with the vehicle station military squad and (ii) even after dealing with the military squad without the stalker squad's assistance.
+ Fixed the Uncle Yar dialog succeeding the completion of the night bloodsucker task where the player could reply to Yar's greeting only with a prompt "bye", making it impossible to e.g. submit flash drives to him.
+ Fixed the issues with the Professor Sakharov dialog where (i) he would ask the player to go see Lefty even after the player has restarted the cooling device, (ii) the player could ask for information about zombie attacks even after perpetually terminating them, and (iii) the player could ask about Lefty even before learning of him.
+ Fixed the issue where the player could ask Major Zvyagintsev about Mitay even before learning of Mitay.
+ Fixed the issue where Sidorovich would answer only one question per game session after Scar returns him his case.
+ Fixed the branching of some Duty member dialogs in Agroprom.
+ Fixed all buggy Cordon, Garbage, Yantar, Army Warehouses, and Limansk dialog trees.

Weapon fixes:

+ Fixed all inferable errors and inconsistencies in the weapon upgrade system.
+ Fixed the misaligned ironsight positions of all weapons in the game.
+ Synchronized the depth of field effect that occurs whenever a weapon is reloaded with each weapon's reload animation.
+ Synchronized the bore and reload sounds of all weapons in the game.
+ Added a sound for the second bore animation of the following weapons: G36, L85, LR-300, MP5, SG 550.

Graphical fixes:

+ Partly fixed the broken wet surfaces effect.
+ Fixed bullet tracers not being displayed in DX10/10.1 mode.
+ Made camo nets and fences visible on ATI/AMD based graphics cards.
+ Replaced the inventory icon of the PM, PB, RPG-7, AKS-74U, and the exoskeleton to match their in-game appearance.
+ The correct HUD arm texture is now displayed for the Sunrise Suit, SEVA Suit, and the Bandit Jacket.
+ Fixed the issue where a squad commander icon would sometimes overlap with a guide icon or important NPC icon on the map.
+ Fixed the HUD bleeding icon being misaligned in widescreen mode.
+ Fixed the misaligned border on secondary task map spots.
+ Fixed the incorrect 'important character' and PDA map legend icon.
+ Fixed some NPCs having the wrong PDA message avatar.
+ Disabled the annoying, redundant flashing diskette icon appearing on screen every now and then.
+ Fixed the alignment of the off-center 'Game Over' text and accompanying flashing prompt in widescreen mode.
+ Fixed a few misaligned UI elements in the options menu.
+ Fixed all badly aligned weapon upgrade trees.

Audio fixes:

+ Fixed the issue where dynamic music would sometimes persist even after a battle is over and erratically fade in/out during a battle due to intermittent visibility loss.
+ Fixed the final portion of General Krylov's briefing dialog with the player being cut off following his walkie-talkie conversation with Sergeant Cheersov.
+ Fixed the issue where the player could rush out of Sakharov's bunker to meet Lefty before Sakharov has finished his first walkie-talkie conversation with him, thereby triggering a second transmission on top of the first one.
+ Fixed Father Valerian's invitation to join the stalkers playing on top of Sidorovich's 'thank you' audio upon returning the latter his case with the loot.
+ Fixed the issue where Sidorovich's voice could sometimes be randomly heard in the vicinity of the rookie village at the Cordon.
+ Fixed the issue where audible prompts from the squad commander could be heard during the Limansk square ambush even if the player is far away from the ambush location.
+ Fixed various audio transmissions to the player being initiated mid-sentence upon the player's arrival on a map.
+ Fixed the issue where a duplicate 'drop him' command would be issued by the commander of a Garbage exit bandit robber squad upon player non-cooperation.
+ Fixed the issue where a duplicate 'thank you' message would be played by the relevant squad leader in response to the player completing a 'capture', 'defend', or 'help' task.
+ Fixed the issue where the Freedom (/Duty) base megaphone would continue to play Freedom's (/Duty's) propaganda even after the base is no longer captured by Freedom (/Duty).
+ Made the Freedom base megaphone play Yar and Ashot's conversations only when the player is in the vicinity of the Freedom base.
+ Fixed the issue where zombified stalkers would sometimes shout battle slogans as if they were ordinary stalkers.
+ Fixed the overlapping audio during the initial cutscene in the Abandoned Hospital.
+ Worked around Professor Beanpolev's overlapping greeting audio.
+ Fixed some NPCs using the wrong voice files.
+ Fixed unlit campfires emitting a burning sound.

Other changes:

+ Restored some content left out of the game due to bugs and/or negligence (see changelog for details).
+ Added a squad state indicator text to squad info tooltips on the world map.
+ Added the target camp owner name to 'capture' task dialog descriptions.
+ Enabled freeplay mode after finishing the main storyline.
+ Implemented level- and freeplay-unique autosaves.
+ Various optimizations.

Optional additional features:

• SweetFX
• Sleeping bag
• Deadlier weapons
• Smaller crosshair
• Real weapon names
• Feasible stealth
• Prefilled stashes
• No enemy map spots
• Ally map spots only
• Reduced grenade spam
• Easier Cordon machine gun
• Re-enabled pistol ironsights aiming
• NPCs do not toss weapons upon death
• Improved script engine performance
• Less frequent / disabled emissions
• Disabled developer startup videos
• Alternative SSAO implementation
• Smaller inventory grids
• Transparent inventory

SRP Now On GitHub

SRP Now On GitHub

News 4 comments

An overview of how GitHub will relate to the SRP's development and distribution.

RSS Files
Sky Reclamation Project (SRP) v1.1.2

Sky Reclamation Project (SRP) v1.1.2

Full Version 55 comments

Maintenance release. New game required unless migrating from SRP v1.0.7 or above.

Sky Reclamation Project (SRP) v1.1.1

Sky Reclamation Project (SRP) v1.1.1

Full Version 25 comments

Maintenance release. New game required unless migrating from SRP v1.0.7 or above.

[SRP Add-On] Money Looting

[SRP Add-On] Money Looting

GUIs 11 comments

Makes it possible to loot small amounts of money off NPC corpses.

[SRP Add-On] Repair Kits

[SRP Add-On] Repair Kits

GUIs 2 comments

Makes repair kits occasionally appear on corpses and in faction supply chests.

[SRP Add-On] Alternative CS Faction Skins

[SRP Add-On] Alternative CS Faction Skins

Models Pack 5 comments

Makes the Clear Sky faction's range of character models fully unique to the faction.

Comments  (0 - 10 of 391)

Got this error after adding SRP and attempting to start a new game. Load-in gets to "Client: Synchronizing" and then crashes. Not using any other mods except SRP addons (money looting, repair kits). I've tried using it with and without both the improved luajit script and DX10 patch; the latter prevents game from opening at all (not using Sweet FX):


[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: bind_stalker.script:306: attempt to index global 'atmmain' (a nil value)

lua stack:
[14|-1] (no value):
[13|-2] (string): `attempt to index global 'atmmain' (a nil value)'
[12|-3] (nil): nil
[11|-4] (nil): nil
[10|-5] (nil): nil
[ 9|-6] (nil): nil
[ 8|-7] (nil): nil
[ 7|-8] (nil): nil
[ 6|-9] (nil): nil
[ 5|-10] (number): 0
[ 4|-11] (userdata): userdata (25C42350)
[ 3|-12] (nil): nil
[ 2|-13] (number): 0
[ 1|-14] (userdata): userdata (25C42350)

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Decane1 Creator

As the readme file for the Repair Kits add-on states, it depends on assets in the SRP's optional sleeping bag feature. So you need to first install that and then the add-on.

Reply Good karma+2 votes

Awesome, that worked. Thanks! My mistake for skipping reading that addon's readme -_-

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Otherwise, everywhere I've heard it sounds like you've done a great job w this mod. If I can get it to work, looking forward to it.

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After finishing the game, I cannot leave the Red Forest into garbage or Yantar without the game crashing.


[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: attempt to call a boolean value

lua stack:
[ 4|-1] (no value):
[ 3|-2] (string): `_g.script:47: Abort(): WeatherManager:set_state_as_string: malformed state string. €Ö+à¿2à1 «+€1 11,ammo_9x19_pbp,30'
[ 2|-3] (string): `Abort(): WeatherManager:set_state_as_string: malformed state string. €Ö+à¿2à1 «+€1 11,ammo_9x19_pbp,30'
[ 1|-4] (boolean): false

lua stack:
[ 1|-1] (no value):

stack trace:

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Decane1 Creator

Can you please upload a savegame from which that crash is reproducible and PM me the link to it or post it here?

Reply Good karma+1 vote

reinstalled it, installed NOTHING but this mod, played for a few hours, then BAM!! - "0023:1001DDD0 xrCore.dll, str_container::dock()" kept crashing the game inbetween level changes, seemingly involving Laggopron map, so fack this retarded game and retarded xray socalled "gameengine" forever, i give up totally, completely and utterly on this abomination called "xray engine", its a cccp extended middlefinger to gamers worldwide, nothing more, nothing less.

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Decane1 Creator

"0023:1001DDD0 xrCore.dll, str_container::dock()" is a part of a (hex address) stack trace. Can you post the couple of lines above the trace, if any?

I'm talking about a section resembling this:


[error]Expression : vertex || show_restrictions(m_object)
[error]Function : CPatrolPathManager::select_point
[error]File : E:\priquel\sources\engine\xrGame\patrol_path_manager.cpp
[error]Line : 155
[error]Description : any vertex in patrol path [red_smart_terrain_6_3_artefact_walker_1_walk] is inaccessible for object [sim_default_stalker_32778]

Reply Good karma+1 vote

Sorry for asking it again, but I wrote this in someone's else's comment as a reply to your reply, the topic is somewhat similar regarding spawning units. I thought that maybe I should start my own comment.

I tried to run Helios Spawn Menu, but sadly it just spawns single unit that roams around like a sheep, which is not what I am looking for. I am looking for a squad spawning with squad leaders, automatically, or with my command taking nearest locations, such as campfire places, or other places of strategic importance in vanilla. I found a mod that I remember I used a very long time ago, it's called Faction Commander where you can command your faction units. It has couple of options, such as spawn a squad too, change difficulty of unit (probably means their level increases, meaning that equipment is higher grade), and you can pick which faction to order what.

The thing is, I have made it to work until menu pops up, but it doesn't do anything, click whatever you want, it just doesn't work, since at first, the mode is not that compatible, in a sense that all files replacing SRP just will make the game either crash at start, or not load any save game, neither start a new game, and if I do make it load a save file, or start a game, it stops responding at "starting new game", or "loading save game".

If Helios Spawn Menu somehow works to extent that it actually spawns anything at all, then Faction Commander should work too...but I have no idea which file or part of the code is responsible for it so that I could try to merge in some sense, but it's hard for me to track down which line and which code should be added and altered if necessary, since I am not a coder, I can only make partial sense of this whole thing, and find stuff going by logic regarding what codes says, like, finding a line responsible for binding a key for the menu and implement it in the game file of the same name. That's as far as I understand these things.

Would be nice if you could give me your time to figure out, or pinpoint the file or code that should be able to make it work to some practical extent.

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Alright, I narrowed down the files. This time I used Faction Commander 1.6 not 2.0, since it has less files to go through, and probably has the basics I need.

So I narrowed down to sim_combat.script, sim_faction.script, sim_squad_generic.script, and xr.conditions.script.
These four files creates a Not Responding when loading a save file, it gets to either "loading "save file" ", or to "Synchronizing Client", and it just freezes there.

I found out some code differences in the file sim_squad_generic.script that I mentioned previously, it has spawning sections, but it has "--" before those lines, meaning they are just there without actual function, since as far as I understand, the "--" lines are for comments in the code, but then again, I see the actual comments that has "--'" with comma above additionally.
But I wonder, if those are actually functioning...

I only got to work the second tab where I can change factions as I please, but that's all, still not squad spawning and ordering.

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Decane1 Creator

The author of Faction Commander is best positioned to make his mod compatible with the SRP, if he is still active. To memory, both the SRP and Faction Commander change many of the same files in totally different ways, making them difficult to reconcile even for someone who knows what he is doing.

The Helios spawn menu behavior you mentioned in your other comment is probably working as intended. It's just a simple entity spawner. It doesn't hook the entities it spawns into the game with any particular intelligence. So an NPC spawned through it will just wander around aimlessly per the game's baseline A-Life system, as you witnessed.

Most NPCs in the base game don't behave this way because they are controlled by squad logic. And those vanilla NPCs that aren't part of a squad tend to be rigidly coded ('scripted') to exhibit a predefined set of behaviors, which keeps them from falling back to said basic A-Life.

Reply Good karma+2 votes

Thanks for reply. So basically the pattern, or predefined behavior is being held in the xr_logic.script file, as well as anything else that...well...makes sense and is logically logic :D as well as squad thing (logic) you mentioned? So it's all within the logic file itself, or at least most of the part, as far as I understand?
Would be nice if the FactionCommander author would be still active, I will try to write him up and see if this whole thing is possible, since...this is a faction oriented episode. If not mistaken, Call of Pripyat has the same faction thing going on as well.
I just want to have it feel a bit more full rather than empty, because those squads are rarely being sent out to any point out there, only the very core points, like border points for instance.
I remember there was this squad at vehicle station, it was part of the mission I think and you had to help them out on the attack. It was in Cordon, military was holding up there.
Only guide survived, and he was alone, no support was sent out, and later as time passed, he vanished, probably mutants attacked. After that not a single squad was sent to fill the spot...and I hate that sort of emptiness in such games.

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Highest Rated (4 agree) 10/10

Good job,this mod is like a patch for me,its fixing the most and annoiyng bugs and glitches !
Thank's Decane for your effort.

Sep 9 2015 by Petran.Marius

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Sky Reclamation Project (SRP)
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154 members