Endgame: S.T.A.L.K.E.R. Clear Sky -1 reply

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#1 12 years ago

Endgame: S.T.A.L.K.E.R. Clear Sky

Version: 1.06 Compatibility: S.T.A.L.K.E.R. Clear Sky v 1.5.04


Endgame is the way I like to play and it gives a more traditional shooter feel while leaving other aspects intact. Some mutants are easier to bring down (more realistic). Aiming is significantly better (not as realistic). Enemies no longer spot you from across the map, and sneaking up on them is easier, They also have the same limits of sight in darkness as you (human AI only). Weapon damages have been increased significantly to the point of overkill. Do not run in like Rambo, you will die very quickly.

Again this is the way I like to play. I made an Endgame mod for other games including Shadow of Chernobyl, but this is the first one I'm sharing with others. If this does not suit your play style feel free to tweak it to your liking (or use something else.)

I enjoy the S.T.A.L.K.E.R. games immensely, The immersion and gameplay are what I've been looking for in a shooter for very long time. That said I never liked the fact that you had to wait 5 minutes for your crosshair to focus while enemies with perfect aim hit you with a sawed off shotgun from a mile away. I also had serious issues with the fact that I had to empty a whole clip of ammo into one Bloodsucker/ pseudo dog etc just to bring it down.

At the end of the day, mutant yes, but its still flesh and bone, and no amount of radiation grants armor plating to an animal

Download: [COLOR=Blue]Endgame: S.T.A.L.K.E.R. Clear Sky[/COLOR]


- Removal of modifiers for accuracy of player - Raised all weapon damages/ accuracy significantly except for grenades and mounted - Allowed some weapons to have the ability to use additional attachments - Real weapon names (Credit to Clay65) - Changed starting loadout, Toz34 instead of BM16 + 1 extra antirad (Toz is a killer now, watch out) - Changed simple detector to detect artifacts in 5 steps instead of 3 ala Easy Start+Detector (Credit to m0r3g0r3) - Altered perception for Stalkers. It is now easier to sneak up on them, especially at night. - Reduced health for certain mutants: Bloodsucker, Pseudo dog, Dog, Flesh, Rat, Snork - Increased weight limit to 300/350 instead of 50/60. Not realistic but less trips to the traders and better selection of weapons. - Tweaked player run, crouch, jump etc (credit to m0r3g0r3 from the Easy Start mod) - Removed weapon restriction in faction bases. (credit to m0r3g0r3) - Changed Flashlight to mirror OL 2.2. but gave slightly more range - New Desert Eagle sound. The original did not have any bite. Sig 550 used - Added Better Artifacts mod (Credit to Strikor) - Added Freedom Mechanic Fix (Credit to Isilidur) - Added All NPC Trade Fix, All Stalkers will buy ALL of your stuff now, not just - Traders (Credit to Supernatur4L) - Implemented Script Fixes by EyesOfARaven to help mitigate CTD errors.

Feedback is encouraged and assistance with bugs is greatly appreciated. Please try to remember this is my personal take on S.T.A.L.K.E.R.S. Clear Sky's gameplay released for the benefit of others. If there are aspects that do not suit your play style feel free to alter them to your liking. I will try to provide some guidance in this regard where I can.

Cheers, :)



S.T.A.L.K.E.R. Addict

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16th September 2008

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#2 12 years ago

Hey Chromatik, I totally have to check out this mod & see how it works. I like some of your ideas alot. The only thing that I am a little concerned about is weapon damage. I like the idea of boosting weapon damage for players - because it seems like eve the top-shelf weapons are really underpowered. However, the NPC weapons i the game rock pretty hard already. If you're doing a global boost to weapon damage - would that also affect NPC's?


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#3 12 years ago

The weapon damage is universal. It affects NPC's as much as it affects the player.

The fact that I changed the aiming scheme to be more traditional really balances this though. It makes the game harder in one way while making it easier in another.



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#4 12 years ago

:bawl: i enjoyed ur mod alot until i tried to join the freedom faction. the game crashe as soon as u accept to join.

removing all my mods i have been able to join the faction so i saved and put the mods back in. but no joy, loading the save instantly crashes the game.

after a few try, i managed to track the file generating the issue:


so it appear that the sig u receive when u join freedom doesnt like the tweaking u made to it at all. it might be related to the weapon upgrades included on the weapon,that dont fit with the upgrade scheme in the mod or something.

i hope u will come up with a quickfix :) i hate having a vanilla sig550 in my inventory ^^

on another hand could you have a look at the grenade launchers ? they act like missbuilded potatoe launchers right now,i think they need improved range and maybe beter projectile speed to reduce the drop out curve so u dont have to use it like a mortar :uhoh:


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#5 12 years ago

line 318 in w_sig550.lxt is pretty fuctup, probaly a test left over

replaced : installed_upgrades = up_gr_b_sig550, up_gr_d_sig550, up_gr_f_sig550, up_gr_h_sig550

by original one: installed_upgrades = up_b_sig550, up_d_sig550, up_f_sig550, up_h_sig550, up_j_sig550

all fixed ^^


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#6 12 years ago

Havent tried joining Freedom yet.

So the line edits resolved this issue for you? If so I will include them in the next release and give you credit for finding the fix :cool:


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#7 12 years ago

yes it did


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#8 12 years ago

GREAT mod, but I have a problem. It seems that there's an un-killable renegade in the swamps. he's located in the bottom left side of the map, near the final "Path to the outside world" I dunno if anyone else has this prblem, but he jut won't die! Haha Any help/suggestions would be appreciated friends, Thanks.