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Old Story Line mod Shadows addon, compiled by LiquidBronze

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  02:21:19  3 July 2013
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
 

Message edited by:
LiquidBronze
07/03/2013 2:56:00
Messages: 545
Old Story Line mod Shadows addon, compiled by LiquidBronze

Old Story Line mod + Shadows addon, compiled by LiquidBronze

Hi all, long time no see

First and foremost, I take no credit for anything I did not list under "LiquidBronze's changes." If there is an asset that I did not give someone credit for, I apologize and had no intention of doing so (I think I got everyone though). Let me know if someone sees something they did and I did not give credit when this is released.

I started working on this ~2 years ago with MgVolkolak's addon, but switched gears to Shadows addon. I stopped working on this because 2012 was a very rough year for me, dealing with numerous family/work problems. I had no time to work on this mod or anything else for that matter (including Lost Alpha). I have decided to finish what I had left of this to finally release it. The only things I have left at this point are cleaning up some story/dialogue elements and completing a full play through one more time to check everything.

This is probably the most comprehensive SHOC experience I have played (and I am not just saying that because I had a hand in this, as those who know my name, know I have been around the block ). Old Story Line is smaller in scope, but the story is what is most important. It took me a long time to weed through all the original translations by BuddieBBB and make everything match what is going on in the game world better.

This mod does not contain a ton of extra guns, sophisticated game mechanics, or off the wall rendering effects, etc... This SHOC experience is about the story and that is what I tailored everything to. I cut a lot of things out of the original mod and addon that did not fit. What I brought to the table, I believe adds value to the story and matches the atmosphere of CS and COP better.

I will try to get this out in the next month.

Without further ado, here is the readme.

----------------------------------


Old Story Line mod Ver. 1.1 by ZUBR14: For Patch 1.006

Information was taken from old builds (2215, 2205, 1935, etc) to restore the main plot that was cut from

the released version of Shadows of Chernobyl.
• Restored four locations (Dead City, The Secret Lab, Generators and Warlab) along with their missions
• Restored mission cut scenes, dialogue and a few other surprises
• Fixed some bugs of the original game and balanced some additional things
• Restored all cut mutants and placed them in strategic places that make sense in the zone
• Some cars can now be driven to help you travel faster in the zone

Changes in addon by Shadows mod:

• Restored old bloodsucker animations and pseudodog psy attacks
• All psy attacks have the ability to disarm your weapon
• Restored an old version of the Controller, found only in certain locations in the zone
• Restored old Poltergeist animations, after they are in the air for a while, they will drop to the ground to regain energy
• Restored old inventory with all functions: including slots for the knife, headlamp and binoculars. Along with a sleep menu and attaching bullets/grenades to the belt to use
• Added the ability to use a laptop and gain information about the zone from it
• Restored all the old transitions from map to map
• Previous empty areas now populated by more mutants
• Replaced some grass textures and vegetation based on the old grass textures
• Restored old builds visuals of the main character, NPC and monsters
• Restored breakable bulbs
• Restored old builds helicopter crash animation
• Restored old cars
• Added the periodic bursts of psionic radiation at Yantar
• Restored some old properties of certain anomolies
• Extended AI stalkers - they are actively using grenades, and can heal their comrades, etc
• Restored the animations for NPCs if they are severely injured
• Restored some post processing effects
• Restored the sound and visual effects in laboratory X-10
• Changed the script of hiding weapons when visiting traders. If the merchant trusts you he will allow you to wield a weapon
• In the options enabled some video settings on the dynamic lighting
• Double in game time for quest complation to 7 days
• Added Freeplay mode after finishing the story in generators


Mods added in:

•English Translation of OSLM by BuddieBBB
•Repair MOD used from OGSM 2.2
•COP Use Item Sounds by MrSeyker
•Russian Audio Mod from 1.0006 provided by imperialreign
•Photorealistic Zone by Argus
•Photorealistic Creatures by Argus
•Select textures by Loner1
•Less generic STALKERS, rookies and bandits by jrmy
•2 new NPC models (Wolf and barman) by Lex
•New Petruha model by lambdist
•CS trader model by unknown
•CS nimble model by unknown
•A few other misc. NPC models and textures by unknown Russian modders
•Shadow of the Zone texture compilation by unknown Russian modders
•Blood of the Monolith by Steph
•Clear Sky Lost Suits by xRatx
•SWO_v3.1 by Trojanuch


LiquidBronze's changes v 2.0:

•Added in the following weapons: Benelli short, Bizon, PKM, Protecta
•Added in the following aftifacts: Compass, Snowflake, Bubble and a surprise: each reward items from quests
•Numerous quests have been tweaked to offer better rewards, rather then just money
•Added in CS light body armor
•Fixed numerous story elements and general texts in the OSLM translations, along with any translation needed from Shadows addon (i.e. all the computer information and much more)
•Repair MOD translated
•Added in all Monster parts (except for regular rat tail) with descriptions
•Created 12 new fetch quests spread out across 5 NPC's for all added in monster parts.
•Created unique icons for new NPC models and some quests
•Updated and arranged inventory icons to correspond with CS and COP's icons (i.e. anti rad pills, bandages, hand radio, tools, etc.)
•All items now have descriptions
•Actor no longer regens health
•Updated old builds main menu
•New main menu music from the Russian movie STALKER
•Minimal HUD: no minimap, no character indicator
•Green stamina meter added to main HUD used from AMK 1.4
•Danger icons for bleeding, radiation, etc... updated to reflect the icons from COP
•Changed the prices of all artifacts, and various other items to offer more of a challenging economy
•Artifact effects have been reworked; the stats are more RPG like. In that, they all have the same base stats, but a common artifact has low variables, a regular artifact has medium variables, rare artifact has
high variables. Value and weight of each artifact increases per level as well.
•Inventory weight changed to 40, max 50
•Created new monster sounds and edited some old ones
•Added in new spawn points for a few cut monsters across the zone
•Added in music from COP to a few locations
•Added in 2 unknown music tracks to new levels as well
•Fixed numerous inconsistencies (i.e. all laptops in the zone are ASUS made, but the useable laptop when open had a HP brand sticker and HP desktop wallpaper, now everything is ASUS. Another example: the inventory menu had a few different fonts and colors for text, now everything is uniformed)

Bugs:

•Occasionally the AI will get "stuck" in a ready position on a quickload or normal load. I had to reload a couple times occasionally to fix this, or revert back to a previous save. This happened to me only a few
times during a play though

•Sometiems you can not drop items in your inventory. The only way I have found to fix this is by unequipping your weapons into your bag, then anything you dont want will drop. Or, you can just select "drop equipped items" to drop anything you dont want. I am not 100% sure if this was intended, or if it is a bug

•Occasionally the new level changer icons wont appear on the map, just reload a save game and they should reappear

•If you choose Freeplay, the NPP Blowout timer counts down until 0 and stays on the HUD, but it will not
do anything once it hits 0, you are free to explore


Tips:

• Read EVERYTHING, there is an incredible amount of information/secrets that can be missed if you do not read.

• Make sure you get some Psy protection now, or you will die pretty quick without it vs monsters that use Psy attacks

• If you choose Freeplay, just a FYI: the road through the back of the NPP to generators no longer has radiation, so you are safe to go through.

• Pripyat, the NPP and generators are, for lack of better words, hard as shit! Be prepared to die a lot and come up with strategies to kill groups, or run like hell! I had 4 giants chasing me one time
  03:09:59  3 July 2013
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Pseudostomp
There is a strange beauty in The Zone.
(Resident)

 

 
On forum: 04/17/2010
 

Message edited by:
Pseudostomp
07/03/2013 3:14:53
Messages: 1195
This sounds like fun. You picked some good stuff to mix into the mod. Looking forward to it.

• All psy attacks have the ability to disarm your weapon
Only the tougher monsters can do this? Losing your weapon has been controversial in other mods. Lost at least one gun to a pack of blind dogs in NS Joint Pak.
  03:23:19  3 July 2013
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
Messages: 545

---QUOTATION---
This sounds like fun. You picked some good stuff to mix into the mod. Looking forward to it.

• All psy attacks have the ability to disarm your weapon
Only the tougher monsters can do this? Losing your weapon has been controversial in other mods. Lost at least one gun to a pack of blind dogs in NS Joint Pak.
---END QUOTATION---



Only Pseudodogs and Burers can disarm, so you wont be caught off guard by other monsters except those 2.
  08:53:15  3 July 2013
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StalkerMeli
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On forum: 02/09/2012
Messages: 249
hmmmm played this mod twice (rma 1.5 - with darkscape and swamps), firstly "vanilla" and then with mg volkolak addon.....

you made your mod with the version where there is no darkscape and swamp, right ?
  19:47:24  5 July 2013
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
Messages: 545

---QUOTATION---
hmmmm played this mod twice (rma 1.5 - with darkscape and swamps), firstly "vanilla" and then with mg volkolak addon.....

you made your mod with the version where there is no darkscape and swamp, right ?
---END QUOTATION---



That is correct, there is no darkscape or swamp in this version.
  17:44:45  13 August 2013
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lowenz
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On forum: 04/15/2007
Messages: 332
Waiting
  00:31:43  14 August 2013
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nashathedog
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On forum: 01/31/2011
Messages: 8010
+1
  02:34:19  14 August 2013
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Jketiynu
Swartz
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On forum: 04/05/2007
Messages: 867

---QUOTATION---
+1
---END QUOTATION---



+2

  00:24:55  15 August 2013
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
 

Message edited by:
LiquidBronze
08/15/2013 0:36:38
Messages: 545
Coming real soon!

I have not uploaded anything of significant size for a long time. Where is the best place to upload a ~1.6GB zip file these days?

Thanks all.
  02:13:56  15 August 2013
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lowenz
Augmented Technician
(Resident)

 

 
On forum: 04/15/2007
Messages: 332

---QUOTATION---
Coming real soon!

I have not uploaded anything of significant size for a long time. Where is the best place to upload a ~1.6GB zip file these days?

Thanks all.
---END QUOTATION---


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