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Old 09-19-2008, 03:21 AM   #1
zuffdaddy
 
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Lightbulb Clear Sky Mods and Modding

Below is a list of modifcations I would like to see compiled into one large mod (sort of what OL was).
I'll keep this thread up-to-date with YOUR suggestions and with links to mods available that answer some of our requests.
Please feel free to critique my list. Thanks!


Changes with Mods released already:
  1. ALL first aid kits should stop bleeding (Healing Bandages Medikits that Stop Bleeding thanks luka)
  2. Bandages heal some (Healing Bandages thanks to luka)
  3. Invincible Traders (Invulnerable Trader 3.0)
  4. No Mini Map (No Mini-Map Mod)
  5. New MP5 Skin (BosnisHazard´s MP5 1.00)
  6. Random Skins for Guns (Lukasz CS Small Pack 0.1)
  7. No English voices (Russian Audio Mod(Just random Stalker talk) or Russian Audio Mod Full (no english voices at ALL))
  8. More Realistic Gun attributes (accuracy, damage, ect. found in here)
  9. More Realistic Gun Ballistics (Ballistics Mod 0.1)
  10. No monsters show up on PDA, only stalkers. (mod found here, thanks mystery)
  11. More Aggressive and Random AI (Some areas don't feel like they're under any opposition at all, Cordon and the Swamps for example. mod found here)
  12. Reduce NPC Bounding box (found in STOC-MOD 1.01)
  13. Better Flash Light (Flash Light Extender 0.1)
  14. New Sounds (Improved Sound Effects 1.1 (recently updated), Ambient Audio Overhaul or Better Weapon Sounds Beta 2)
  15. Sleeping Bag (AMK Sleeping Bag)
  16. Looking down iron sights for pistols (found in this mod)
  17. Random skins of guns (Wood stock on some, composite on others, etc.)(found a nice AK reskin here)
  18. No crosshairs. (The game always turns them back on , mod found here)
  19. Better Scopes (found Better Scopes and Reticules 1.0 and Gnomus's Scopes 1.0)

Changes without Mods yet:
  1. Being able to customize your wep cosmetically (have a mechanic apply different skins to either equipped weapons for a fee via dialogue box. thanks OddLawnGnome)
  2. More Variety of creatures in beginning areas (Such as the OL mod added)
  3. More side-missions from traders and factions (I don't care if I can keep doing the "Take the Depot from the Bandits" mission all day)
  4. Add hunger effect (food should not raise health)
  5. Random Blowouts (More random than just entering an area)
  6. Vehicles (maybe a dirt bike? )
  7. Faction mechanics do all weapon upgrades at the cost of having more expensive upgrades at different places
  8. Be able to ask friendly stalkers to accompany you for a small periodic charge
  9. Able to call for back up for a fee (Call in friendly faction NPC's to your location temporarily)
  10. More realistic Day/Night Cycles with Random Nights (sun rises and sets in correct positions and some nights the moon is out and others it's too cloudy) Thanks to nalex66 and Lorentz.
  11. Guides of your faction transport you to other controlled territories for free or at least with a discount. (thanks protyx)
  12. Better stealth mechanics (easier to sneak up on stalkers at night, and better use of the knife) (thanks protyx)
  13. Weather remains the same on saves. (I loaded a game I'd saved in the rain but it was sunny as day)
  14. A mod that cylces autosaves to three different saves. (Thanks mohr.)
  15. Mechanics take time to repair weapons and armor, depending on the damage done. (thanks Isilidur)
Compilation Mods

S.H.A.R.P.E.R. - FULL version - 832 textures! (1.0)
This mod will "improve" your textures.
This is the FULL version includes mutants, npcs, walls, items, etc, etc.
There is no screenshot that really show the "effect".
Install and test them... I love ClearSky and I love even more now:

- 832 textures are included in this mod!
- No need to start a new game
- Only textures
- Same pixel size, so no FPS hit
- Vanilla monsters is includded
- FIX v1.0 is includded


Editor's note: This is a must have mod. This replaces all of the textures in game with more crisp, sharper textures and really improves the overall look of the game. It doesn't interfere with other mods so it is a MUST HAVE.

Realism ModPack 1.4
Realism ModPack v1.4-- is a compilation of mods i found out there. It makes Clearsky what it should be: challenging, fun, and immersive.

Editor's note: I've yet to try this mod, but this is the biggest compilation mod I've seen yet. Definitely give this one a try and check the link for the HUGE list of changes.


Clear Sky MOD Pack 1.0
A great variety MOD pack. Most of which I made by myself. I have included some of my ClearSky favorites to date as well. Which are all included in the credits. I like to thank those who have requested mods for FileFront forums. As you know we're tryin to make ClearSky better toned for varity of what players have asked for. Well has alot of imrovements and fixes. But it's not too over the top, like some mods.

STOC-MOD (1.01)
+ More items for general trade with stalkers.
-- Stalkers now buys weapons and ammo
-- Stalkers now sells artifacts (1% chance that they have one)
-- Stalkers now sells unwanted/unused weapons
-- Stalkers might be equipped with smoke grenades (GD-05)
+ More items in corpses including
-- 1% ~ 10% chance of an armor drop (Depending on the armor)
-- 1% chance of an artifact
+ Reintroducing improved Merc and Monolith armors
-- Both uses Military Upgrades
+ Tweaked Player/Stalkers stats
-- Can carry 85 Kg (boring, I know... But I hate to have to drop useful items, due to weight restrictions)
-- Reduced physical box of Stalkers (NPC Collision and detection)
+ Stalkers now finds and takes weapons of the ground. (But in truth, it is all humans, except zombies)
+ Tweaked Tutorial Guard (Changed his weapon to an MP5)
+ Tweaked the Machine gunner (PKM in the tower) at Cordon a bit
+ Tweaked ammo size and damage.
+ Removed the No Weapons Zones in HQ:s (Especially annoying in the buggy Train Depot)
+ Increased News/Info Messages time on hud
+ Included Freedom Mechanic Fix 3.0 by Isilidur
+ Included a modified version of Solyanka v.03 (A remake of AMK-MOD 1.4 EN 2.0)
+ Explosive Items (Part of CarryMod3 by save @ stalker-game.se)
+ Changed starting time of the game, to a couple of hours earlier (since the intro dialog is during the night)
+ Changed staring equipment to correspond with the Intro video
+ Changed autosaving interval to every 30 minutes
+ Improved flashlight
+ Randomized cost of being guided. (Maximum cost is still the original cost)


Compilations of Modifications 0.8 Beta
This is, in essence, exactly what the name emplies. A compilation of various tweaks and mods, all rolled into one.
The purpose of this mod is to add a bit more realism to the world of Clear Sky while still maintaining a balance of fun.

No more will you engage in firefights without caution, as the weapons ballistics and damages have real world values. As do grenades. The enemy will kill you just as easily as you can kill them.
No more are artifacts useless. They are now worth their weight in gold.


Modded Sky 1.0
This is just a very stable compilation of the mods I've found to get the most realistic experience. I will continue to add to this as I determine what other mods out there are bug-free.

I have not made any of these mods, just compiled them together.

-No Crosshair (except for 1 pixel)
-Flash Light Range Extended
-Flash Drives now buyable at Traders
-New Scopes
-New Sounds (Footsteps, Guns, everything)
-No Mutants show up on PDA or Minimap anymore (Way more surprises)
-Weapon Damage/Accuracy fixes
-Pistol Ironsights
-NPC Collision Box Reduced (a lot less getting pushed out of cover)
-Better stealth (Enemies sight at night reduced)
-Russian Voices (Only for random Stalker Chat, story dialogue still in English)
-New Weapon Skins
-Real Weapon Names


Editor's note: Hey, I made this!

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Quick tutorial for modding Clear Sky
by Mystery
First of all, all the game files are in the "resources" and "patches" folders and they're inside .db archive files.

To extract them you need this.

Just follow the instructions on the page, don't forget the patches folder.

Now the fsgame.ltx file is what allows you to mod easily, if you set

$game_data$ = false|

to true it means when CS runs, instead of only using its own files it will look inside the gamedata folder first, which you have to then create.

So for example if you want to modify "map_spots.xml" which is hiding in "configs\ui" you would create a new file structure inside the gamadata folder that goes "gamedata\configs\ui\map_spots.xml".

CS will then use that file instead of its own with any modifications you put in it.

As a side note, the .script files seem to be written in LUA.
Here's a LUA Beginner's guide: http://lua.gts-stolberg.de/en/index.php?uml=1

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This thread is also located on GSC forums here:
http://www.gsc-game.com/main.php?t=c...6972&sec_id=22
It won't be as up-to-date as this one but feel free to check it out if you'd like.

Last edited by zuffdaddy : 09-27-2008 at 09:27 AM. Reason: Added Realism ModPack 1.4
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Old 09-19-2008, 03:39 AM   #2
John Carter
 
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Don't the Army/Scientific medkits stop bleeding?

Also, doesn't the pistol have an iron sight already?

And, aren't the emissions sort of like random blowouts?

I really like the last two suggestions, and honestly expected them to be implemented by the developers. =/
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Old 09-19-2008, 03:53 AM   #3
MrChris
 
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emissions are more like releases of energy but yeh they are random

pistols have iron sights but unlike i SoC you don't look right down them, its sort of more realistic because you don't hold a pistol 1cm from your face in rl (like he did in SoC) in Clear Sky its more like how you would hold the pistol, although I don't think it can hurt allowing people a choice

I liked the Hunger effect in SoC but I don't care much for sleeping or vehicles, and I don't think safehouses fit in with the nature of the zone, after all you can always go to a faction base and there are plenty of places to put items
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Old 09-19-2008, 03:55 AM   #4
John Carter
 
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I do like the idea of being able to rest, as there were periods where I really, really didn't want to be exploring an area at night. Also, I think it's slightly ironic that a game that includes "realistic" features like hunger neglects to acknowledge that your character might need to, you know, sleep occasionally.
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Old 09-19-2008, 05:19 AM   #5
zuffdaddy
 
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Quote:
Originally Posted by John Carter View Post
Don't the Army/Scientific medkits stop bleeding?

Also, doesn't the pistol have an iron sight already?

And, aren't the emissions sort of like random blowouts?

I really like the last two suggestions, and honestly expected them to be implemented by the developers. =/

The blowouts usually occur after just entering an area, not in the middle of a mission or firefight. (which would be interesting)

Quote:
Originally Posted by MrChris View Post
pistols have iron sights but unlike i SoC you don't look right down them, its sort of more realistic because you don't hold a pistol 1cm from your face in rl
When shooting pistols, you do line them up in front of your face (not right beside it or anything), staring down the sights. You do not shoot from the hip like movies make it out to be.

Last edited by zuffdaddy : 09-19-2008 at 05:23 AM.
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Old 09-19-2008, 05:21 AM   #6
ChiefTim
 
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There was a sleeping bag mod out almost 2 weeks ago...
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Old 09-19-2008, 05:24 AM   #7
zuffdaddy
 
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Quote:
Originally Posted by ChiefTim View Post
There was a sleeping bag mod out almost 2 weeks ago...
Well thanks for the detailed respose...

Last edited by zuffdaddy : 09-19-2008 at 06:21 AM. Reason: decided not to be nice about it
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Old 09-19-2008, 05:26 AM   #8
zuffdaddy
 
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Quote:
Originally Posted by MrChris View Post
I don't care much for sleeping or vehicles
You don't think tearing through the red forest on a dirt bike would be amazing?
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Old 09-19-2008, 05:29 AM   #9
wildpeaks
 
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Sleeping bag already exists for CS:
http://rapidshare.com/files/145580847/Sleep_mod.rar

But imho this version is not as nice as the SOC one as there is no dream.

Last edited by wildpeaks : 09-19-2008 at 05:32 AM.
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Old 09-19-2008, 05:32 AM   #10
wildpeaks
 
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Quote:
Originally Posted by zuffdaddy View Post
You don't think tearing through the red forest on a dirt bike would be amazing?
Ohhh
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Old 09-19-2008, 05:54 AM   #11
zuffdaddy
 
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Quote:
Originally Posted by wildpeaks View Post
Sleeping bag already exists for CS:
http://rapidshare.com/files/145580847/Sleep_mod.rar

But imho this version is not as nice as the SOC one as there is no dream.
Does this work for 1.5.04? And is it strictly a sleeping bag mod? If so, thanks for the link and I'll put it up my post.

EDIT: Done

Last edited by zuffdaddy : 09-19-2008 at 06:22 AM.
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Old 09-19-2008, 06:03 AM   #12
wildpeaks
 
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Quote:
Originally Posted by zuffdaddy View Post
Does this work for 1.5.04? And is it strictly a sleeping bag mod? If so, thanks for the link and I'll up my post.
Yes to both
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Old 09-19-2008, 07:31 AM   #13
MrChris
 
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Quote:
Originally Posted by zuffdaddy View Post
You don't think tearing through the red forest on a dirt bike would be amazing?
no lol the whole premise of Red Forest is that is an anomalie/mutant filled deathtrap that scares the crap out of you regardless of if its Daytime or nighttime
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Old 09-19-2008, 09:51 AM   #14
nalex66
 
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I'd like to see a mod that makes the sun rise in the East and set in the West! The western sunrise really bothered me in SoC, so I used the StalkerSkies mod to correct that bit of stupidity (I like to look at the sun position to estimate the time of day without having to go into the Inventory screen to see what time it is). I was really surprised that they did it again in Clear Sky--how hard is it to have the sun traverse the sky instead of rising and setting in the same place!? Hopefully a mod will come along that fixes the sun position without replacing or changing anything else (the skies in CS already look great--much better than in SoC).

Last edited by nalex66 : 09-19-2008 at 09:54 AM.
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Old 09-19-2008, 10:47 AM   #15
Lorentz
 
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- More guns.
- I wish there was a moon and some stars lighting up the night on some nights, all nice and blue and all.

Also,

- More nightvisions, e.g. passive/active infra-red one, thermo one, etc

Last edited by Lorentz : 09-19-2008 at 10:55 AM.
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