Another great edition of the popular Freestate Mod.
The main features are (more in the Read Me)
- Redone Weapons, Ammo, and Armor
- Skill System
- Repair Armor/Weapons
Freestate Mod 1.2 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 any previous versions of this mod before installing this one. 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 =================================== 1.2 Changelog =================================== - Fixed stashes not populating bug - Moved skill icons for easier integration with other mods - Fixed Anomoly resistance skill to now include explosion resistance =================================== 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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