This "FPS Fun Pack" aims to make playing S.T.A.L.K.E.R. a more enjoyable and smoother experience. I think the authors words say it best.
This mod was made for the people that tried the game and didn't like it. A lot of people have started playing S.T.A.L.K.E.R. and got very discouraged... sometimes enough to quit playing the game outright. This mod is meant to take out some of the things that I thought were a pain...and to make the game more enjoyable and smoother running. Any mod could be considered a cheat....it really depends on how you use it. This game is not a true FPS type game...this mod tends to make it seem more like a FPS than it really is, and still try to maintain the spirit of the game. This mod was designed for the less experienced gamers...but even more "hardcore" gamers might get a kick out of it!
This mod adds in unique weapons and armor, increases how much and what you can carry, balances the buying/trading system as well as many other things.
FatRaps FPS Fun Pack for 1.0004 Patch Only! by J. Rogers (email@example.com) PLEASE, PLEASE, PLEASE...... READ CAREFULLY!!! This mod was made for the people that tried the game and didn't like it. A lot of people have started playing S.T.A.L.K.E.R. and got very discouraged... sometimes enough to quit playing the game outright. This mod is meant to take out some of the things that I thought were a pain...and to make the game more enjoyable and smoother running. Any mod could be considered a cheat....it really depends on how you use it. This game is not a true FPS type game...this mod tends to make it seem more like a FPS than it really is, and still try to maintain the spirit of the game. This mod was designed for the less experienced gamers...but even more "hardcore" gamers might get a kick out of it! I am probably a lot older than most of the people playing this game...and my viewpoint on things will probably reflect that. I remember when we used to call this the "generation gap". So...you won't see flashy weapons or armor....but you will notice a lot of good old-fashioned common sense!!! I have seen some terrific mods in the process of making this one, and used some of the ideas from them. I will try to give credit to eveyone that I can. Sometimes the idea for a mod came from a comment made on a forum. Also, remember that all great minds think alike...I have seen several mods that had the same idea or concept...they just posted it before I did!! Now....this might offend a few...... If you don't like this mod...DON'T USE IT. I have seen some discouraging comments made about other modders work. If you can't speak nice then don't speak at all. I have ALSO noticed that the people that like to leave the nasty remarks are THE SAME PEOPLE THAT HAVE NEVER MADE A MOD!!!!! There is a tremedous amount of work that goes into a mod....this one has over 250 hours of work in it. When I made a change, I played the game through it until I was satisfied that the mod was functioning the way I wanted it to. There is no money, no glory, and damn few "thank yous" in making a mod. If this mod helps just one person, then it was worth it to me. Please, please, please .......... 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". 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 Victim 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, 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 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. HERE IS WHAT THIS MOD CHANGES: Modified 4 unique weapons and 2 armors for a better gameplay experience. "FatRapper" - A modified VLA Special Assault Rifle that you can attach a SUSAT scope to that has true sniper scope magnification. Accuracy, reliability, and durability all increased. Power level of existing sniper rifles in the Zone. Magazine capacity increased to 30 rounds. "FatRap Snork Sweeper" - A modified Viper submachinegun that you can carry in your pistol slot. Rechambered to fire all 12 ga. shotgun ammunition. Full choke barrel narrows buckshot dispersion. Never run from a mutant again! "FatRap Kruzer S14" - A modified Tunder S14 that is rechambered to fire all 5.56 ammunition. Will also fire both VOG and M209 grenades. Magazine capacity increased to 30 rounds and power level slightly increased. "FatRap Kommander" - A fully automatic silenced Colt 1911 that has been rechambered to fire all 9X18 and 9X19 ammunition. Magazine capacity 25 rounds. Power increased to .45 ACP +P+ power level. Very high rate of fire with minimal recoil due to special porting in the barrel. Very accurate! Ideal weapon to start with. "FatRap Zoner" - A modified Protection suit that is suitable for all areas of the Zone. Tired of those numerous trips to the traders? This suit enables you to carry an additional 450 kilos! It offers protection levels on par with the Military/Ecologist/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 600 kilos. It has a lower protection level than the standard Stalker suit resulting in a lower cost. A true workhorse, and very inexpensive. Basic carry weight increased to 150 kilos....(175 max.) (Helps reduce the task of multiple trips to the traders. To carry even 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 have a higher probability of having body parts you can take. (Make them PAY for using up your valuable ammo!) Inventory of traders changed to a progressive theme. (Junk has been reduced to a minimum and more useful items have been added.) 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!) You can trade more items with other STALKERS. (You can PROPERLY equip all your comrades!) Tasks have more useful rewards and stashes have more useful items. (Nothing worse than getting all shot up or chewed to pieces and then getting a bottle of vodka and some 9X18 ammo for your reward!) 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 increased 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 burn up excess ammo while helping you to 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 and Wolf has a FatRapper. Wide screen patch incorporated in this mod. NPC's are more resistant to dying in fires. The weapon you are given by Wolf at the beginning of the game has been changed from a PB to a FatRap Kommander. 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! Helpful Hints! I don't want to create a spoiler here, but I would suggest that when you first start the game, avoid meeting with Wolf's people for a while. Instead, do the "other" jobs he offers you (such as eliminate the boars lair) and explore as much as possible without leaving the Cordon map. You can pick up enough artifacts, supplies and armor to go back to the trader and buy better equipment. Now, you are ready to take on the bandit camp and if you do all the tasks for Wolf, Nimble, and the trader....you should get rewarded with enough goodies to get you through the first 1/3 of the game. You will want to buy the sniper rifle and the SUSAT scope and the "Grunt" armor as soon as you can....I would suggest that you do this before going to do the tasks with Mole. 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.
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