Freestate Mod

This mod is very very interesting. In fact, it's so interesting, it's best explained with the following: This mod aims to reward n...

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File Description

This mod is very very interesting. In fact, it's so interesting, it's best explained with the following:

This mod aims to reward non-linear exploration. The main motivation becomes making a profit and finding the ways of making the most money. Weapons, ammo & armor are primarily acquired by purchasing them as opposed to taking them off of corpses. The artifact system has been replaced with a skill training system based on money.

The skill training system is pretty cool, and adds a unique taste. The Freestate Mod isn't for everyone, but it certainly is very groovy and has it's perks (depending on what style of gameplay you enjoy). :p

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Readme
Freestate Mod 1.0
Author: Proton (AKA Doug Wolanick)
Teseted on: STALKER 1.0001


Overview
--------
This mod aims to reward non-linear exploration. The main motivation becomes making a profit and finding the ways of making the most money. Weapons, ammo & armor are primarily acquired by purchasing them as opposed to taking them off of corpses. The artifact system has been replaced with a skill training system based on money.


Installation
------------
Unzip to C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl, overwrite fsgame.ltx and play!

Uninstall
---------
Simply delete the following folder:
C:\Program Files\THQ\S.T.A.L.K.E.R.\gamedata
Note: Savegames you create when playing the mod will likely not work after uninstalling it.


===================================
1.0 Changelog
===================================


Changes
-------------------
- All stashes start out populated with treasure (Game re-start required for this feature)
- Higher percentage of profitable artifacts in stashes
- Stashes do not display on the map so you actually have to search for them

- Dropped enemy weapons have between 25%-40% condition (discouraging use)
- Enemies drop 50% less ammo (encouraging you to buy ammo)

- Traders sell all weapons, ammo & armor all the time
- Based on Trader Mod v1.1
- Prices balanced, traders may sell/buy at different prices

- No time limits on side quests
- Monetary reward for side quest is displayed when talking to a mission agent
- Monetary reward doubled for all quests. A few have special 10x reward bonus.

- Ability to repair weapons and armor
- Based on Sid's Repair Shop mod v.1 (Thanks to: Kyodan, MoDD, Shebuka, and NoSf3rAtU)
My Changes:
- Repair costs are now proportional to damage of equipment (no longer strictly half the price)
- The trader tells you the prices of each option before you buy
- All 3 traders and Screw (The repair guy in freedom base) can do repairs (at various profit margins)
- The equipment repair question appears in the first dialog section instead of under a sub-section

- Artifacts have no effect on you at all when you attach them to your belt, they are only for profit
- Skills are available to be trained at the freedom and duty base
- There are 5 skills, each with 5 levels. They get increasingly more expensive to learn
- Custom skill icons per skill per level
- Thanks to niphty for his forum thread on how to change effect values correctly

- All armor protective effects reduced by 50% to make skills required for effective protection (If you want full protection you need the best armor and fully upgraded skills)
- All special edition versions of the armor have double capacity and the good nightvision (but cost 25% more)
- Tourist armor has 400 capacity with 100 overflow ability, but offers zero protection (weapon salvager anyone?) (NOTE: It will only display max 150, but you can carry more)
- Skill effects per level shown in skill desription when purchasing

- You can walk to the bar without having the suitcase
- Less rain during the day, more sunlight


=====
Notes
=====
- You need to start a new game for the stashes to populate.
- Made to be played on Master difficulty
- I recommend you head to the duty or freedom base ASAP to buy some skills, you don't need to do storyline missions to get to the bar

============
Future Plans
============
- Balance the economy as best a central planner can (which doesn't promise much)
- Check if I can localize a total/remaining artifact count to the area you are currently in
- Secret 1 - Another way of making money (Likely requires SDK)

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Protonz


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Registered 15th April 2007

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