This mod was made for the 1.0004 Patch and it WILL require starting a new game!
This mod is a variant of the original FPS Fun Pack. It will have a much higher difficulty level than the original. You will have to think about food, ammo, and health items now as they are very scarce!
Life in the Zone has taken a turn for the worse. Gone are the days of fully stocked shelves at your local trader. Everyone is feeling the pinch... the bodies you search are almost dead broke. The weapons that you take off dead bodies are in very poor condition. The rewards and stashes are barely enough to get you by. Ammo and health supplies are hard to come by. You may have to set your favorite weapons aside while you build up ammo reserves for them. Food is almost non-existant...... you will have to hunt down mutants for your food! You have to plan your missions carefully or you could easily run out of supplies. While your enemies have gotten stronger, you have grown weaker. Your medical supplies are not as effective as they were before and you get hungry so often now....
FatRaps FPS Fun Pack DOWN AND DIRTY for 1.0004 Patch Only! by J. Rogers (firstname.lastname@example.org) PLEASE, PLEASE, PLEASE...... READ CAREFULLY!!! This mod was made for the 1.0004 Patch and it WILL require starting a new game! This mod is a variant of the original FPS Fun Pack. It will have a much higher difficulty level than the original. You will have to think about food, ammo, and health items now as they are very scarce! Life in the Zone has taken a turn for the worse. Gone are the days of fully stocked shelves at your local trader. Everyone is feeling the pinch... the bodies you search are almost dead broke. The weapons that you take off dead bodies are in very poor condition. The rewards and stashes are barely enough to get you by. Ammo and health supplies are hard to come by. You may have to set your favorite weapons aside while you build up ammo reserves for them. Food is almost non-existant...... you will have to hunt down mutants for your food! You have to plan your missions carefully or you could easily run out of supplies. While your enemies have gotten stronger, you have grown weaker. Your medical supplies are not as effective as they were before and you get hungry so often now.... Many, many thanks to all the S.T.A.L.K.E.R modders out there... your work is truly appreciated! I would like to give credit to the following modders: bardak NatVac hawk318 Speed natasha8384 farcrychris gullgotha cisco256 PiIsARational Bolm onionradish Save Balnazzar gannebamm dezodor Melodic Ceano Kanyhalos Sergeant Kelly Matressi FacTor-X Victim silverpower Hectrol Siro SoCR Ra7 KoGar Shebuka MrKlorox I want to give a special "Thank You" to the folks that helped me test this mod.... Marius, Matt, and Mark. Their time and input was deeply appreciated and highly valued. And, last but not least, all the members of the different forums who have posted ideas, suggestions, fixes and frustrations. Your thoughts have been a tremendous help! I used Save's CarryMod3, onionradish's ShowReward Mod, Hectrol's Stalker Mini Mod 0.5, Shebuka's Repair Mod and bardak's stk10004 bug fix attempt in this pack, and I used ideas or concepts from mods such as ABC Mod, Basix Mod, olmod, AMK Mod, Darker Nights Mod and many others. If I have failed to mention you or your mod, I sincerely apologize. You all did some tremendous work! INSTALLATION INSTRUCTIONS: Note! To use this mod you must edit the file "fsgame.ltx" in your installation folder... for instance C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl Change the second line from: $game_data$ = false| true| to: $game_data$ = true| true| Then, extract the files in the mod pack to a temporary folder and then copy the folder "gamedata" to the S.T.A.L.K.E.R. folder. This will prevent accidentally over-writing files by extracting directly to the game directory. This mod pack modifies many files and will require starting a new game. Also, it probably will not work with other mods unless you merge the files very carefully!! If you try to over-write the files, your game will probably crash. REMEMBER this game is pretty buggy to begin with and even though this mod fixes a lot of those bugs the developers missed in the latest patch, I am sure there are some more lurking about. Even with this mod, it is a good idea to make periodic "saves". THIS IS WHAT THIS MOD CHANGES: Modified 3 unique weapons and 2 armors. "FatRapper" - A modified VLA Special Assault Rifle that you can attach a SUSAT scope to that has true sniper scope magnification. The scope will not be available now until you get to the Dark Valley. Rechambered to fire all 9X19 ammunition. Magazine capacity 30 rounds. "FatRap Snork Sweeper" - A modified USAS 12 automatic shotgun that has been shortened and lightened so that you can carry in your pistol slot. Fires all 12 ga. shotgun ammunition. 10 round magazine. "FatRap Kommander" - A silenced Para Ordnance 1911 pistol that has been rechambered to fire all 9X18 ammunition. Fires in three round bursts. Magazine capacity 18 rounds. Very high rate of fire with minimal recoil due to special barrel ports. "FatRap Zoner" - A modified Protection suit that is suitable for all areas of the Zone. This suit enables you to carry an additional 20 kilos! Protection levels on par with the Military/ Scientific suits that currently exist in tne Zone. With the proper artifacts in your belt, this suit is ideal for STALKERS! This suit is equipped with the better night vision. "FatRap Grunt" - A modified Stalker suit that allows you to transport an additional 60 kilos. It has a lower protection level than the standard Stalker suit resulting in a lower cost. This suit is equipped with the better night vision. A true workhorse, and very inexpensive. Basic carry weight decreased to 40 kilos....(45 max.) (To carry more use the special armors!) Explosives can now be carried. (Very useful in tasks such as "Kill the STALKER" or "Destroy the Duty Squad") Belt slots increased from 5 to 7 slots. (Adds more flexability in artifact selection) Corpse stay time reduced from 36 hrs to 3 hrs. for humans and .5 hr for mutants. (Reduces game clutter, stuttering, and load times.) Mutants are your main food source. The body parts they had before have been replaced with food items. The body parts will now appear in stashes so you can still complete the "Find the mutant part" type quests. Inventory of traders reduced to a minimum. Food items are no longer for sale at the traders. Traders will offer different prices for both buying and selling. (HINT! Yantar trader pays premium prices because he is in a location that is more remote than the other traders.) Freedom trader (Skinflint) has unlimited buying power like the other traders. (You will learn how he got his name when you see his prices! But... he has the best inventory! ) You can trade most items with other STALKERS. (You can PROPERLY equip all your comrades!) NPC's will not drop weapons when you trade them a better one. Tasks have less rewards than previously. Just the bare essentials are given for task rewards and for treasure locations. Task time limit extended to 5 days. (Allows you to organize your jobs and enjoy the game instead of running back and forth through the levels just to meet a deadline!) Fixed the faulty task in Yantar...Where the request was for a mutant boars leg, but the true target was a pseudodog tail!! Box size of some ammunition lowered to limit inventory, and 12 ga. buckshot pellet count increased from 10 pellets to 15 pellets. "Terrible Reputation" bug fixed! (Reputation will not toggle from "Excellent" to "Terrible" as easily.) Dialog will show the reward when you ask for a job. (Nice to know if a job is worth the effort.) Flashlight has been modified to give better vision range with less glare. Some artifacts have been tweaked a little...for instance, "Moonlight" has had the negative electrical shock aspect removed. (HINT!) You really want to find or earn the artifacts "Pellicle" and "Moonlight" !!!) Crows are now shoot-able...this is just a feature to let you improve your "snap-shooting" abilities! This is a little buggy... sometimes the crows will fall to earth and sometimes they stay airborne and pirouette! The jumping ability has been enhanced...you can now jump further and higher. Certain NPC's have different starting weapons. For instance Fox will now have a Snork Sweeper instead of a sawn-off shotgun. Wide screen patch incorporated in this mod. NPC's are more resistant to dying in fires. Added Hectrol's wonderful texture mod. It "freshens" up the game for those who have played it as much as I have! If for some reason you do not want to use it, simply delete the ACT folder that resides in the gamedata/textures directory. It might cause decreased performance in some computer systems that are memory challenged. Added Siro's excellent weapon textures. The "reach" distance of the knife is longer. Armor will degrade approx. 10% faster than the original armor. Weapons that you loot from dead bodies will be in poor condition. Ammo, armor, and weapon prices have increased greatly! Mutants are much harder to kill. NPC's are harder to kill and they will bleed. NPC's will not detect you as easily. Marked One is not as robust as before... 10% less resistance to injury. Marked One is much more likely to get hit by enemy fire. Marked One will need to eat more often. Anomolies are invisible and your detector has less range. Anomolies are much stronger than before. Bandages have been re-worked. They are 50% less effecive at stopping bleeding and now will help stop radiation sickness by 20%. Medkits and bandages have no food value now. Food has no healing value. Night is now very dark. Cycles gradually just like in real life. This was made for full dynamic lighting settings. If you are using static lighting it may not look right. You can revert to the original weather settings by deleting the folder ~ weather ~ that is inside the gamedata/config folder. Weapons and armor are now repairable. Repair prices are not cheap! You can sprint in the exo suit now. Known bugs: 1. After you complete the task of getting the information from Mole about Streloks stash, the game will crash if you come back to him at a later time and re-engage in the same dialog with him. Just go about your business and ignore him if he starts a repeat dialog with you. (After I complete the task with Mole, I usually go back and wipe out the newly arrived task force and scrounge all the carnage! If I take too long, this triggers Mole to repeat his dialog.) 2. Not really a bug, just a side-effect of the faster corpse-removal time....If you save a game when dead bodies are present and then you re-load the save, those dead bodies will be gone unless they are a "perma-corpse" or if they contain PDA info such as stash locations, etc. So, I suggest you raid all the bodies before you save the game and reload. Or, if you want to get rid of the clutter, just save and reload! 3. Patch 1.0004 introduced a new bug.... your kill statistics in your PDA are goofed up. I have not addressed this issue. 4. Because of the lowered detection levels of the NPC's, sometimes they will not "recognize" you... for instance if they are sleeping like Nimble or if they are out of range or FOV like the Barkeep. I have found that by doing a "quick save" then a "reload game" in their vicinity will stir things up enough to make them recognize you. This is as close as I can get the detection levels without making the NPC's either too sensitive or not sensitive enough. Helpful Hints! About artifacts....the most useful combination of artifacts to carry in your belt would be 3 Moonlights, 2 Pellicles, and 2 Crystals. It pays to carry an extra Moonlight with you if you get an extremely heavy load and you need to sprint a long distance. A Night Star can replace one of the Crystals. So be cautious about trading these artifacts off or giving them up for a task. In my opinion, with the exceptions of Battery, Spring, and Mama's Beads, the rest of the artifacts are just trading fodder. Plan your missions carefully.... Cordon is your main source of food. You need to stockpile it in order to have enough for the later game levels! Also, because the mutant parts have been replaced by food items, you will now find mutant parts in stashes. Save these and don't trade them off because you will need these items for jobs that the various traders will give you! Make frequent and numerous "save" points.
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