This mod, like the original for SHOC, is an attempt at creating a scarier atmosphere for Stalker CS. :Features: - thick fog surrounds the player and nightimes are very dark - removed the sun so it doesnt poke through the fog like a sore thumb. The god rays still come through but they kind of suit it so they will stay. - the AI vision attributes have been altered so that they cant see you before you see them (something cool to try is drawing back into the fog and flanking them as they can't see you going around. Works a treat) - the tansparency_threshold setting has also been edited so they cant see you through grass and bushes as easily - the amount of ammo and other supplies found on corpses has been greatly reduced - the amount of ammo given to you by the trader at the beginning pf the game has been reduced - accuracy has been improved - gun damage has been increased thanks to nemboos ammo mod (cheers nemboo) combat is now very deadly :) You can die very quickly, even on novice. - the main menu music has been changed (made by me :) ) - the dynamic music has been replaced (only one track atm I need some feedback on this, also made by me) - the minimap has been removed (thanks deadlytigger) - the enemy/nuetral and mutant dots have been removed from the pda map only friendlies remain - the binoculars no longer zoom in as it is quite pointless, this sounds like an odd thing to mod but it allows you to quickly take out your binocs and scan the area for lifesigns (lol) in front of you without any fuss. - the main menu graphic has been altered, it kinda looks crap atm but it gives you an idea of what im after.
It is very easy to get killed, even on novice, it is not a run and gun mod. You will (hopefully) find it a lot harder to find ammo and other supplies so taking a more stealthy aproach is generaly the way to go.
I have changed the menu music and the dynamic music, let me know what you think. I have only 1 dynamic track so far and it is the only one that plays, although it sounds different every time. If it starts to annoy you just turn the dynamic music off or delete the folder 'gamedatasoundsmusiccombat'.
If you are running in static lighting the fog will look a bit off but any lighting setting above that and it looks normal. I'll make a static version soon. Im trying to come up with a better name for the mod instead of 'horror mod' but im not very good at naming things. I call my dog, dog and my cat, cat. Any suggestions? You can download it here, [COLOR=blue]http://stalker.filefront.com/file/CS_Horror_Mod;94325x#1644884[/COLOR]
Um i didn't play SoC b4 so many of its mods i don't know. Is this horror mod brings up many mutants in the field? any additional quests?? any feature informations?? Thank you for your work
Sexeh like teh gizmo
4th July 2008
more mutants would be great.
you know...stalker supposed to be filled with mutants, but what i'm seeing now is only few kinds, and you can name them within ten fingers
Sexeh like teh gizmo
4th July 2008
godly;4602542you know...stalker supposed to be filled with mutants, but what i'm seeing now is only few kinds, and you can name them within ten fingers
yeah the original stalker was supposed to have only 120 stalkers in it. spread out in the whole 30 square killometer zone. and a shit storm of mutants. all we got was a 1/5 of the area. that was chopped into a dozen areas. over populated with humas and little mutants. sigh end rant. still a great game though.
Next version will hopefully have a few new spawns in it, not sure about new mutants though. Does anybody know what this error means? FATAL ERROR
[error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : EriquelsourcesenginexrServerEntitiesscript_engine.cpp [error]Line : 180 [error]Description : [error]Arguments : LUA error: ...a.l.k.e.r. - clear skygamedatascriptsutils.script:597: attempt to index local 't' (a number value)
stack trace: I haven't had any problems yet but some people have said they cant even start a new game.
Stupid dissapearing edit button!!! Ahem.... yay spawns via dialog work in cs exactly the same was as in SoC time to start adding mutants all over the place. I spawned a .... few, bloodsuckers into the cs camp. They killed everyone including lebedev before he even finished talking to me lol. [COLOR=blue]managed to get a family photo though[/COLOR] let me know if you guys have any suggestions for the placement of mutants.
you 'know i've seen a video on youtube about mutants spawning in the CS base and everybody in the camp starts shooting at them! That's so fun! i actually want some quest or mod that massive mutant to attack the camp and a group of ppl defend the camp together. You have anyway to mod it?
I can't really make a big attack on the cs base but the other factions bases will most likely each have a repeatable quest to defend from a massive attack (not the band). Ive just added a load of new spawns to the marsh via your first conversation with the trader, its pretty infested atm but because they are spawned by dialog once they are dead they wont come back. So im going to add a load of random smaller spawns to other minor characters dialogs.
Ive just realised that Ive left old files that wont work with 1504 in the download, no idea how they got there cause im sure i deleted them. If you are having problems getting this to work open up the folder "gamedata\scripts" and delete all of the files except, "dialogs_marsh.script" and "ui_main_menu.script". Srry for the inconvenience i will get rid of them in the next version.