SANEX A-LIFE MOD

Translated to English by Red Rifle. As you all know the developers of Stalker promised a unique system of life within the game. Things wi...

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Translated to English by Red Rifle.

As you all know the developers of Stalker promised a unique system of life within the game. Things within the Zone must live their own lives. After the release of the game it turned out to be different: things did have a life, but only within specific areas of the Zone. They may escape these areas only under two conditions: 1. They chase something. 2. They are running away from something. Therefore what you have is, on the map Cardon, the dogs not far from the wagon will walk around that area forever until one of the scenarios takes place. I, in my mod, removed these area restrictions for ALL monsters and for some NPCs. What is the result? For example the dogs near the wagon now can walk, for example, to the wounded stalker that is there and eat him. Members of the Zone can now freely roam around the entire map. This gives way to many interesting situations. For example a large brood of dogs, 20 of them, roamed towards the military and attacked them. The same will situations will happen with NPCs. For example we take the Rookie Camp. Before nobody would leave the camp, but now 1-2 stalkers will periodically leave.

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TRANSLATED from Russian to English by 'Red Rifle'
ALL RIGHTS AND OWNERSHIP OF THIS MOD ARE THOSE OF 'SANEX and RED75'

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SANEX A-LIFE MOD V 4.2 EXTENDED


Copy the ‘gamedata’ folder into the main game folder.


In light of the fact that GSC provided me with full rights to my mod SANEX A-LIFE MOD, I want to establish a few restrictions on the use of my mod in other mods.

1. The MOD, in which will be used my SANEX A-LIFE MOD cannot be a random "Mozaik Compilation". In other words it cannot be just another many mods stuck together. I ignore such MODs.
2. The first priority to approval for the use of my MOD I will provide to professional and valued MODs.
3. If I provide the approval for the use of my MOD in another MOD, the author must clearly address me as the author.
4. Without permission from myself, my MOD cannot be used as a part of another MOD.

These restrictions only apply to other MODs that are distributed over the internet.


AUTHOR: SANEX and RED75
ALL RIGHTS TO THE MOD BELONG TO THE AUTHOR
ALL RIGHTS TO THE ‘STALKERS AVOID ANOMALIES’ BELONG TO RED75
ALL USE OF THIS MOD IN OTHER MODS WITHOUT PERMISSION IS FORBIDDEN


Full list of changes:

I. Turned off the movement restriction of monsters in the maps: Cordon, Garbage, Agroprom, Dark Valley, Bar, Wildlife Territory, Yantar, Military Warehouse, Radar.
	1. Movement restriction is off for all monsters on the maps listed above with the exception of the Bloodsuckers in the Military Warehouse map.
	2. Movement restriction is off for most of the NPCs on the above map (NON main-plot related)
II. Turned off SMART-TERRAIN for: military in the underground Agroprom, all bandits on the map Agroprom.
III. All human NPCs have been added with the ability to PANIC – if the situation is too much for the NPC they may now panic and run away.
IV. With the permission from RED75, added ‘Stalkers avoid anomalies’ – now if a stalker goes towards an anomaly he will try to avoid it. There is a possibility that the NPC stalker will throw bolts in the anomaly. (Mod version 0.9, changes of this version: Added support for dynamic anomalies, optimized algorithm of receiving the list of anomalies, changed algorithm of avoiding anomalies by stalkers).
V. Increased radius of A-Life activity from 150 meters to 300 meters.
VI. In connection to the fact that the Conductor is not located on Cordon, but wanders around the entire Zone (I have done this purposfully), the dialogue about the Conductor has been changed.
VII. The PANIC has been reduced in order to avoid absurd stalker reaction.


Mod description:

As you all know the developers of Stalker promised a unique system of life within the game. Things within the Zone must live their own lives. After the release of the game it turned out to be different: things did have a life, but only within specific areas of the Zone. They may escape these areas only under two conditions: 1. They chase something. 2. They are running away from something. Therefore what you have is, on the map Cardon, the dogs not far from the wagon will walk around that area forever until one of the scenarios takes place. I, in my mod, removed these area restrictions for ALL monsters and for some NPCs. What is the result? For example the dogs near the wagon now can walk, for example, to the wounded stalker that is there and eat him. Members of the Zone can now freely roam around the entire map. This gives way to many interesting situations. For example a large brood of dogs, 20 of them, roamed towards the military and attacked them. The same will situations will happen with NPCs. For example we take the Rookie Camp. Before nobody would leave the camp, but now 1-2 stalkers will periodically leave.

My mod accommodates ALL quests, with some minor exceptions. For example, the attack of the boars on the Duty outpost after the Agroprom. My mod received very good feedback on the official forum of Stalker. Download the mod and see the A-Life that was advertised for so long by the developers of the game!!!

I would like to extend my gratitude to the whole official forum of the game!!! Thank you for the support.
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Red Rifle


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Registered 27th May 2007

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