This mod is based on Oblivion Lost by Kanyhalos and incorporates various modifications originally made for myself, but I decided to make it available for others as well.
This patch has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest patch.
Patch 1.05 A new big patch for Oblivion Lost M97! Corrections, many adjustments, new radio music and new weapons!
Patch 1.05 (22/09/2019)
Installation:
1) copy and paste gamedata into directory, overwriting.
2) Install Stalker-SOC 3GB RAM or/and 4GB_exe_patcher (from Autumn Aurora mod) included in the extra\Utility
They serve to make better use of RAM --> read more info
I don't know which one works best, but you can install Stalker-SOC 3GB RAM first and then 4GB_exe_patcher, like I did.3)
3)If you prefer a different DOF from vanilla, go to Extra/Graphic/Fov and copy/paste xrGame.dll file based on the game version and desired fov.
4)Enjoy
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Note: There are still things to be finished and unfortunately I don't have as much time as before.
So I could release other small corrective patches over time. And your support may be important to me.
Many of the work done on this patch had been completed between April and May,
but only now I decide to release it, albeit incomplete, because it has been a long time now and I am aware of it.
Currently remains to be fixed, at least from my program, some weapons icon with their addon such as silencers, scopes and launchers.
Your help would be very welcome.
In particular I think there are at least these icons to fix:
Sig m1
Sig m2
FN2000
OWR
F2000 tactical
G36k
G36C
G36
Groza
MP5
Aks74u mix
G3
Keep in mind that I may have forgotten something, so if you notice other things to fix in the icons do it as well.
For ease, you can use the escape_dialog.script file into Extra/Modding so that you have the equipment you want to test from Wolf .
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Description:
-New credits in honor of the new chapter coming...
- Military suit" now has some special features:
power_loss = 0.75
and
additi>
-"Armored Military Suit (Gasmask)" is no longer available. This model will be replaced by "Stalker Suit (gasmask)".
Armored military suit will not be removed from the code to avoid certain bugs.
-An extract of STALKER FOV SWITCHER v1.7. Extra/Graphic/Fov
-Revised weapons' damage, impulse, bullet velocity and range:
I based damage on joule released by the bullet to the exit mouth;
Bullet velocity imported from wikipedia;
Impact force depending from joule;
Bullet max. range (imagining to shoot holding the rifle at 45°) using the real equation --> R.max.= Vo^2\9.8^2 (Vo=bullet velocity; 9.81= gravity acceleration).
12x70 have 8 pellets than 10. Increased K_hit 0.4-->0.6.
In general, weapons damage has decreased compared to before.
N.B: If you want to see criteria, go to "Weapons parameters OL M97" into Extra\Modding.
-Changed some weapon cost that were too high.
-Crossbow is a deadly gun.
-General corrections for unique weapons.
-Now, when you aim with metal sight, there is a slight zoom.
-M134 and MG3 also use normal 7.62x51 ammo.
-PKM, MG3 and M134 now are usable.
-Changed sil 9 p with 9mm nato silencer for 9 caliber weapons
-New weapons:
Vz.61 Skorpion,
ksvk,
Sks s,
K98,
Dvt,
Vihlop,
M60,
Type97,
Sr3m,
C1,
G3,
Colt kc,
Fabarm,
Vepr12,
M21
-Npcs aim now is "normal".
The excessive precision that was there before made gameplay disproportionate and unmanageable.
-A little actor camera oscillation when aiming activated to compensate less AI precision.
-Modified mutants view (visibility_threshold, time_quant and trasparency_threshold) and bleeding (they bleed as humans) parameters.
-Zombie are hard to kill, but shot to head is useful.
-Izlom uppercut attack now make damage. Before it was not effective because there were no parameters.
-Half outift wound protection to compensate.
-Eatable mutant parts (inspiredby Offlife mod): for boar, flesh, pseudodog, dog, cat and tushkano.
-Replaced mouse corps of tushkano with a real tushkano body.
-Actor hunger slightly increased (satiety_v).
-Slighly decreased impact damage (strike_immunity).
-modified impact system: for example, you can jump from arena roof to arena entrance (where Arnie) and aften jump on the ground without damage, but if you jump directly from roof to the ground you lose 60% life.
-Increased earth and grass fBounceDamageFactor from 0.8 to 0.9 into gamemtl.xr: so impact upon grass is more injurious (like asphalt).
-Fix Bar map crash owing to Barkeeper selling of missing AK.
-Fix some megafon music crashing game. (Thanks to Androsszit for help) .
-Bush resistence when running acrosS it (like then you run on water).
-Alternative model for important stalker -->Extra/Model
You can choose between some "invulnerable" and "vulnerable" model.
-Now Bes, Seriy an Wolf have Invincible model to default.
-Replaced the "armored novice model" with another because it was "bugged".
If you want it again, go to meshes\actors\novice, rename green_stalker_2 and use green_stalker_2_alt1 in its place.
-Replaced spetsnaz, maskgas, military green and black model.
-Now old military black model is used for mercenary.
-Replaced "Ghost suit" with classic suit.
-replaced actor specops suit with an AAA mod model (more classic and coerent)
-Now npc can not hear the bullet hitting a body. Edited sand01, sand02 and sand03 into sounds\material\bullet\collide.
So you can do stealth kill with silenced guns.
-Changed npcs danger and free visibility_threshold (400-->150; 300-->120, such as vanilla) to increase reactivity in combat; and danger transparency_threshold (from 0.8 to 0.5 to avoid "bush cheat" during combat).
-Added Skorpion vz. 61.
I had already added it a long time ago, but only now did I wanted to make it usable.
-Modified damages.ltx parameters; similat to vanilla and OL, but slighly reduced. So are more killable the "armored" npcs.
-Doubled exo suits prices.
-Modified nanosuit icon face, more authentic.
-Replaced scope gauss texture.
-Actor Military suit texture modified (see Extra\Graphic\Textures\Outfits\Novice\Military suit).
-Actor "low" texture hands modified. Now there are not elbow.
-Actor start with a stalker suit (damaged; after all he comes out survivor from a 'truck of death')instead of a soldier's suit; no longer has the detector.
(new game required)
-Now, if you refuse to change map at level changer point, you will not be turned backwards, but but you can keep walking on the map (level_changer into all.spawn). It can be comfortable if you need to recover something that has remained a little too far... or simply to explore.
(new game required)
-Openable barguard door. (bar_bar_guard_door into all.spawn)
(new game required)
-Added some radio music.
-Changed some rewards with Wolf and Bes
-Fix crash speaking with arena bar administrator.
-Stalker-SOC 3GB RAM included in the extra\Utility. 4GB_exe_patcher (from Autumn Aurora mod) included in the extra\Utility
They serve to make better use of RAM --> read more info
I don't know which one works best, but you can install Stalker-SOC 3GB RAM first and then 4GB_exe_patcher, like I did.
-(NOT TESTED) Changed default value of smart_terrain.ltx (into misc) from "default = 10000, 10001" to "default = 2, 5". Inspired by Offlife mod.
I have not had the opportunity to test the difference. I theorize that it should allow npcs to move away from their usual firecamp. (Is it a time in hour-game?)
--Your testing would be appreciated--
Thanks:
Many thanks to -_AlexV_- for his cooperation and help.
---I invite anyone who wants to help me for this mod: bug reporting, advice and so on...
Cool that this mod is still getting updates!
I'm still getting "Out of Memory" Errors every time i try to start a new game. Any tips on how to avoid that?
Try to start the new game with static light and then load savedgame with the dynamic light.
I have crashes when emission ocurres. And theres other issue. Can t get medkits and bandages by the keyboard keys