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.
Major release. New game required (no exceptions).
Changelog vis-à-vis v1.1.3-rc3:
• Fixed the game sometimes becoming corrupted due to release_body_manager.script deleting the wrong type of game entity after a human corpse identifier tracked by it becomes orphaned and re-used.
• Fixed the sr_bloodsucker scheme crashing the game due to a race condition sometimes causing the marsh creature's server entity to be deleted immediately after being created.
• Fixed the storyline breaking if Hog is killed or his squad turns hostile when the player's task is to talk to them to find out where to find the strongest radio signal.
• Fixed the issue where asking a squad commander for work after accepting a 'capture' task from him via dialogue would prevent the 'capture' task from failing if the squad perishes, leaving the task incompletable and in progress indefinitely.
• Worked around some instances of the issue where squads would sometimes fail to capture a camp upon reaching it.
• Enabled offline squads to engage enemy 'idle' stage squads in addition to enemy 'combat' stage squads to prevent perpetual inaction when one squad is 'idle'.
• Fixed combatting offline squads sometimes dealing zero damage to each other perpetually due to an incorrect use of math.random().
• Fixed a race condition causing factions to sometimes momentarily lose faction war targets only to immediately regain them again.
• Prevented the faction war sometimes jamming due to the same squad being assigned to an unreachable target over and over again ad infinitum.
• Fixed the issue where the player could join the loners before they are permitted to capture targets necessary to progress the faction war.
• Fixed the issue where assaulting a squad from the tasking faction would register the player's assistance in a random faction war task not received via dialogue.
• Fixed the issue where a 'defend' task would get cancelled instead of completed if the player kills the attack squad before it leaves for its target point (i.e. before the timer reaches zero).
• Fixed the issue where a 'capture' task would be completed instead of cancelled in response to its target being captured by no-one when the task's assigning faction regresses from the faction war phase that prompted the task.
• Fixed the issue where a 'capture' task could be accepted from a squad leader via dialogue even while another 'capture' task is active against the squad leader's own smart terrain, enabling the newer task to be masked by a generic 'eliminate' task with the same target and preventing the player's assistance from ever being registered for it.
• Fixed the "Help the stalkers" task in Agroprom being cancelled immediately after being received if the loner faction is hostile to the player.
• Fixed the issue where a generic 'eliminate' task would be assigned instead of a resource/territory smart terrain specific one even when the relevant smart terrain meets the criteria for the latter.
• Fixed some generic faction war tasks not yielding their intended faction-specific reward.
• Fixed the issue where idle enemy squads would sometimes not congregate into a defensive formation upon spotting the player approaching their camp in the distance.
• Fixed an SRP v1.0.7 regression that prevented new faction equipment chest supplies from spawning on a smart terrain upon its occupying squad switching online if the squad captured it while offline.
• Fixed an SRP v1.1.1 regression that under some circumstances prevented the pseudodogs that spawn beside the military base from immediately attacking it.
• Fixed the issue where the marsh creature scene would sometimes fail to terminate if the marsh creature glitches into geometry after snatching its victim.
• Fixed the wrong location-based multiplier being used to spawn faction equipment chest supplies for scripted squads loaded from a savegame (as opposed to spawning into the Zone in the current game session).
• Fixed the issue where Kostyan's squad would begin attacking the military base prematurely if the player has already been to the military base entrance before Kostyan's squad spawns (new game required for effect).
• Fixed Clear Sky's "Find the “Compass” artifact" task being received and immediately completed before the "Bring the “Compass” to Forester" task is received if the player already has the Compass when Forester asks the player to retrieve it.
• Fixed the issue where the cancellation of one of Orest's tasks would prevent subsequent ones from becoming available.
• Fixed the issue where the sound of the bridge to Limansk being lowered would fail to reinitialize upon loading a save.
• Fixed the greeting audio of some NPCs (most notably Professor Beanpolev) occasionally playing over their first spoken dialogue when the player opens a dialogue window with them.
• Fixed the issue where Yar's friend's PDA could be returned even if absent from the player's inventory e.g. due to having been moved into a container.
• Fixed the issue where the machine gun mounted to the BTR in the Freedom base would remain inactive until the player completes the task to find the base, enabling the player to trespass without consequence by entering the Dark Valley earlier than intended.
• Fixed the issue where scripted Yantar stalker squads could respawn right in front of the player.
• Fixed the issue where zombified stalkers at the Army Warehouses could sometimes vanish right in front of the player.
• Fixed some groups of zombified stalkers using cover as if they were ordinary stalkers.
• Made Yar's 'Bring the component to the technician' task fail on daybreak to be consistent with the task briefing, which implies it needs to be completed by sunrise.
• Fixed the all.spawn typos and incorrect inventory box nomenclature preventing squads from spawning loot in inventory boxes in the Dark Valley and some inventory boxes in Agroprom (new game required for effect).
• Fixed an SRP v1.0.4 regression that prevented Sidorovich's store discount from being applied immediately.
• Fixed a range of trade config mistakes and omissions that resulted in some items being wrongly bought/sold at market price by certain traders.
• Fixed the issue where the respective levers for the Limansk generator and Army Warehouses transmitter would return to their original position after loading a save in which they have been turned.
• Fixed the smoothing of the bridge to Limansk mesh, which could cause shadow glitches at some angles and lighting conditions.
• Fixed the issue where no money would actually be taken from the player in exchange for hiring the stalker squad overlooking the Cordon vehicle station to raid it.
• Fixed the issue where the stalker squad overlooking the Cordon vehicle station could be hired to raid it in exchange for payment even if the player lacks sufficient funds.
• Fixed campfire NPCs sometimes clipping into each other due to overlapping positions.
• Improved the randomization of generic NPC dialogs by preventing a dialog of a given type from being repeated until all suitable dialogs of that type have been uttered once.
• Unlocked several previously unused greeting phrases for stationary squad NPCs.
• (CoP import) Fixed the invalid compound vector comparison in shader mark_msaa_edges.ps.
• (Optional) Added a feature to disable enemy map spots on the mini-map, too, instead of only on the world map as done by the 'No Enemy Map Spots' and 'Show Only Ally Map Spots' features.
• Re-enabled the ending credits after the final cutscene and made freeplay require explicitly returning to the game from the main menu in order to make it clearer to first-time players that the game has officially ended.
• The bandits now try to capture the stalkers' main respawn points after winning their mutual faction war to prevent the stalkers from securing reinforcements.
• Made the maximum length of each attribute progress bar in the "Faction War" tab of the PDA reflect something more sensible than the highest level of the relevant attribute among all factions, as in the unmodded game:
• The maximum length of the faction strength bar now corresponds to the sum of the strengths of the two opposing factions displayed, effectively making the bar indicate relative faction strength.
• The maximum length of the resources bar now corresponds to the resource level at which the player's faction spawns NPCs from its highest-tier supply probability distribution.
• The maximum length of the squad count bar now corresponds to the maximum squad count of the player's faction at its final faction war phase.
• Reversed the SRP v1.0.4 decision to convert the "Take over the flea market together with the bandits" task into an 'eliminate' task to work around the issue where the ally bandit squad might perish and leave the 'capture' task impossible to complete. Instead, the bandit squad now simply respawns if necessary.
• Removed the optional 'DX10 Patch'. It did not fix the intermittent freezing caused by 'Update for Microsoft Windows (KB2670838)' on Windows 7 when playing in DX10/10.1 mode with anti-aliasing enabled through the game's graphics settings.
• Removed the optional Float32 feature. It caused wet surfaces to appear overexposed and desaturated in DX10/10.1 mode.
• Disabled Scar's hard-coded death when using the optional sleeping bag feature to sleep when the danger bar is full.
• Fixed a few remaining NPC disposition bugs.
• Miscellaneous improvements to the faction wars.
• Miscellaneous improvements to previous fixes.
• Miscellaneous fixes to the ending credits.
• Script optimizations.
The full version history, as well as installation instructions, can be found inside the download archive.
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Time to finally try this second chapter !
Just installed 1.1.2 with AO 1.2 Now I'm facing a dillema what to play first :D Any modder able and willing to merge this with some nice weps & anims revamp anytime? :D
Impressive, I have to dive back in. Thanks for your work Decane.
Greetings from Croatia,Decane! Thank you for the mod,I was playing v1.1.3 master for a while.I have one question.Arsenal Overhaul is merged with your srp,I think it's older version of srp.Could you make a new patch for AO with v1.1.3?
Are you Lebedev in disguise...? Anyways, i love how you keep SRP up to date!
Great that you are keeping up on SRP. Thanks for all your hard work.
What version of ao3 can I use this with?
Holy moly! And I was just gearing up to play through 1.5.0.0 for the memes...
Also quick question: does SRP reimplement the old removed quests from the early Clear Sky patches?
Does it work with russian localisation anyway?
Yes. It actually works with all localizations, but only English and Russian are fully translated.
Players using a different localization than English or Russian may occasionally encounter English text where another language would be expected, but there are not many such places; gamedata/configs/text/<localization>/srp_strings.xml lists all text strings introduced into the game by the SRP.
Thank you so much for your work. Your contribution is priceless. You are my hero! :)
Btw, where does user.ltx file located in your modification? I mean the one which contains the user graphics settings. I see that default user.ltx is kinda disabled.
I don't understand what you mean by "default user.ltx is kinda disabled", but you can find the location of user.ltx by executing the following from a command prompt:
cd /d C:\ & dir /s /b /a:-d "user.ltx"
The SRP does not change the location of user.ltx.
Thank you so much for this. I started playing clear sky recently and couldn't beat the first missions because of the game breaking bugs.
I know this is a stupid question but does this mod work with Complete mod?
No, it doesn't.
Hello, I am getting consistent crashes with this patch. I am in the cordon, part of the Loner faction, whenever I am trading/upgrading weapons and I am issued a new mission, the game invariably crashes to desktop (though the process will still be running). Let me know if there's anything I can do to provide a better report.
Try this fix: Github.com
If that doesn't resolve it, please upload a save from which to reproduce the issue to somewhere like Easyupload.io.
A similar issue was recently reported here: Reddit.com
Thank you, I assume this would require a new save, yeah?
Edit: Never mind, I see that the installation instructions list 1.1.3 as compatible
i would NEVER play any stalker game without zone reclamation proejct; i have, and it CRASHED - every f**king time, without fail, with this lifesaving mod project (or whatever you wanna call it) one can play stalker with VERY seldom crashes :D Good work mr Decane1 :D
Thank you for this great mod, it clearly solves many issues with the vanilla version! I apply all 3 Reclamation mods for the original Stalker Trilogy games and myriads of functionalities also enhanced the gameplay and fixed the bugs.
Just a minor question about Freeplay, can it be triggered at any point for e.g. beginning a new game or one have to complete the entire game for the Freeplay to be available?
Thanks, look forward for your reply.
Freeplay is only available after beating the game.
I've been playing the version 1.1.3 since the release canditates and this really fixes A LOT of problems, I really recommend this. This is top quality code that should have come from GSC, so big shoutout to Decane1 for doing and maintaining the CS code base and making patches all along.
However because it's Clear Sky, the best weapon mod in my opinion is still the Arsenal Overhaul v1.2, even for a vanilla playthrough. I was trying to merge the two together with the help of the v1.1.2 patch Decane1 made. But unfortunately I could not get the game working (get's stuck at the Syncronisation), I've tried to merge the files but I'm stuck with some files and I don't know what some code really does.
Anyone who is more familiar with the CS code that is willing to help? So we can also release this patch and help a lot of players out, so they can enjoy the bugfree experience that SRP have brought with Arsenal Overhaul?
Can you make a compatible version for Open XRay now that it supports CS?
In what way is the SRP incompatible with OpenXRay?
Some random crashes! (I got one when a renegade get killed in gravel pit quest)
If it's the issue described in Github.com, it might be a problem in OpenXRay. In the link, the OpenXRay maintainer wrote that "the same crash appears in vanilla SOC with OpenXRay".
Ah, if you want to correct this (stupid) issue in the mine, after Duty takes its place there: Postimg.cc
Known issue: Github.com
Thanks man! Your work is much appreciated! Take care :)
I've unpacked the mod into my game and began a fresh start, but I'm having a big problem; for some reason the game won't progress beyond the very beginning (Where you climb the tower for the distress signal and kill the boars), Lebedev says that there are anomalies ahead but his next voice lines don't come up and the events don't even happen, I reach the tower but the quest is not progressing, I'm sure it must be a script error but I can't figure out which since the game isn't crashing. Has this happened to anyone using this Mod? What can I do? I made sure my game was V1.5.1.0
Update: I think the problem is coming from the script file mar_space_restrictor_tutorial.ltx (found in Configs/scripts/marsh) from the vanilla game, I think mine is not compatible with the new files from the mod, how can I fix this? Can I attach the file here to show further details?
If you upload your save to Easyupload.io and post a link to it here, I can try to reproduce your issue.
The save file I've attached is literally from the very start of the game (you may notice faction strengths are different because I made my own modifications (buffs and nerfs, game relation changes and initial squad spawn point changes etc) to make the game more interesting and action packed. But all those changes have always worked 100%, I never touch Swamp (marsh) scripts though so I'm confused what may have happened because even when I bring back my default swamp scripts the game still doesn't progress (even when I start a brand new game altogether), maybe something in gamedata\scripts is conflicting since I didn't back up those (and never touch them either)?.
Either way I've uploaded the save file and here's the link:
Easyupload.io
I can record my experience and post a video of it on youtube if it helps by the way.
I hope we're able to work it out, I'm excited to try out your mod.
Thank you!
Your save crashes on load for me:
! [LUA][ERROR] Abort(): [sim_squad_scripted:__init]: Squad section 'gar_bandit_smart_terrain_4_2_squad_1' does not exist in misc\squad_descr.ltx or any of its includes.
Please try a new game with an unmodded SRP installation. If the issue then doesn't happen, you can be reasonably sure it's to do with your modding.
I added a bunch of those new squads on the map and fixed up my files accordingly so it's natural it won't work on your computer I suppose.
I've reinstalled the game on a different drive having only your modifications on it but still the same exact issue.
I think this may be happening because my game is patched from 1.5.0.4 to 1.5.1.0, meaning that the engine are up to date but the scripts aren't, I'll try installing it from steam, decompile the files and then add your modifications and I'll update you about it soon.
Update: YESSSSS I was right! Despite my game being patched, the scripts were still from V1.5.0.4, and so when I took the files directly from the steam 1.5.1.0 version, and THEN add your mod, it works flawlessly, even including my own modifications!
Can't wait to try it out and see how it is, thank you again!
Thank you for your genuinely awesome service you're doing for this community. I have to respect that! o7
Hi! I've troubles making the mod work because it's my first time trying to mod the game. Since i've experienced several bugs and crashes i decided to try your mod but it won't work. The game starts normally, even putting the no intro movies extra they will appear anyway.
The hud is still opaque and it seems the sleeping bag doesn't work too.
The weapons names are the same as always, npcs spams granades, emissions have the same rate, everything is like the unmodded game.
At the left bottom of it appears the SRP v1.1.3 on so i don't know what is going on with my game.
I tried starting a new game, uninstalling the game, i'd set the true|true thing, all that stuff but nothing changed. I know i'm doing something wrong but I don't have experience with mods.
Sounds like you've installed the core of the SRP correctly (since "SRP 1.1.3" shows up in your main menu), but the optional features incorrectly.
The wording of the installation instructions has been clarified for the upcoming SRP v1.1.4:
"Install any desired optional features by pasting into your game's root directory the contents of the folder named after the desired optional feature. For example, to install 'Alternative Ballistics', locate the 'Alternative Ballistics' folder and paste its contents — the 'gamedata' folder it contains — into your game's root directory. Overwrite any pre-existing files and folders when prompted."
The key to getting this right is to distinguish between:
(A) WRONG - Attempting to install e.g. 'Alternative Ballistics' by dropping the folder named 'Alternative Ballistics' into S.T.A.L.K.E.R. - Clear Sky\ or S.T.A.L.K.E.R. - Clear Sky\gamedata\.
This is likely what you did.
(B) RIGHT - Installing e.g. 'Alternative Ballistics' by dropping the 'gamedata' folder within the folder named 'Alternative Ballistics' into S.T.A.L.K.E.R. - Clear Sky\.
Doing the latter should make Windows prompt you to overwrite the existing 'gamedata' folder in your game's root directory, which you need to accept.
PS: Modifying 'false|true' to 'true|true' in fsgame.ltx is *not* required for mods to work in Clear Sky.
Thank you very much, Decane! Now everything works.
Also having a pretty bad PC which visual mod would you recommend for me? Graphics are ok for an old game like S.T.A.L.K.E.R but y'know, sometimes can get boring.
Again, I thank you a lot for helping me.
is this compatible with arsenal overhaul redux?
No.
By new game you mean I'll lost my current save file? Or that I need the latest version of the game?
"New game required" means your existing save files will be unusable with the SRP.
The SRP does also require the latest version (1.5.10) of the game, but this is not what is meant by "new game required".
First time installing this mod, and I'm curious: does Alternative Ballistics include Deadlier weapons? Because readme says that Deadlier weapons is available, but it's nowhere to be found in both optional folders.
The "deadlier weapons" entry in the readme refers to Alternative Ballistics.