Freestate Mod

This mod is a biggy. This mod drastically changes the weapons, ammo, and armor in the game, makes the trading/buying system more realistic....

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File Description

This mod is a biggy. This mod drastically changes the weapons, ammo, and armor in the game, makes the trading/buying system more realistic. The artifact system has been replaced with a skill system based on money.

It is a very well done mod.

For full details, don't forget to check the readme below!

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Readme
Freestate Mod 1.1
Author: Proton (AKA Doug Wolanick)
Teseted on: STALKER 1.0001


Overview
--------
This mod aims to reward non-linear exploration in the search of profit. Weapons, ammo & armor are primarily acquired by purchasing them since enemies drop poor condition weapons. The artifact system has been replaced with a skill training system based on money. You can buy 5 skills: Endurance, Bullet Resistance, Health Regernaration & Anomoly Resistance. Each skill has 5 available levels. Weapons and armor can be repaired by the traders (and Screw).

NOTE: You need to uninstall Freestate 1.0 before installing 1.1

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. - Shadow of Chernobyl\gamedata

===================================
1.1 Changelog
===================================
- On game start, all stashes are populated with random items (restart required)
- 3 Skill Trainers now ( Wolf at start, Arena Manager at Duty, Cook at Freedom )
- Cook's training dialog is now available immediately

- Incorporated EMPORIKON Mod v1.1
- Author: Athanasios
- What makes this mod different from other mods is that it is an effort to give each trader a theme.
- http://stalker.filefront.com/file/Emporikon_Mod;78048
- Weapon price adjustments moved to base cost for repair to reflect same changes

- Only the Scientist trader sells the Salvager suit (high capacity & low defense)
- Salvager suit has capacity 100 with 200 overflow. You can overload it but will run out of energy fast. Salvager suit still has zero protection.
- Unique suits only cary 50% more (instead of 100%)

- Weapons jamming probability 10x less likely
- Weapons degrade 2x faster
- Weapons with low condition have bad accuracy but don't jam as often
- This should cause expensive weapons to be a real investment over time

- Seperated skill training text into seperate file for easier translation
- Seperated repair training text into seperate file for easier translation
- Next version will hopefully have support for multiple languages
- All repair characters charge the same rate
- Corrected spelling errors

- Radiation, bullet & anomaly resistance skills effect reduced by half (max 32 instead of 50)
- Endurance skill bonuses increased
- Skill items have zero weight
- Skill items describe the effects of each level in the description

===================================
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

- 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

============
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)

=============
Copyright
=============
- Feel free to use any part of this mod in your own mods
- Credit for me (Proton) is appreciated but not required

Mods incorporated into this one:
- Sid's Repair Shop mod v.1 (Thanks to: Kyodan, MoDD, Shebuka, and NoSf3rAtU)
- EMPORIKON Mod v1.1 - Enhanced trader inventory & prices (Thanks to: Athanasios)

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Protonz


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Registered 15th April 2007

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