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STALKER aliVe Mod

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  07:33:52  29 May 2007
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
05/30/2007 5:20:41
Messages: 1077
STALKER aliVe Mod

Hello dear GSCs,

the development is done, im proudly presenting:

: STALKER aliVe 1.1 [eng]
: gannebamm
: oblivion-lost.de /.com

_________________________________________
Commercial:
You want to witness a mutant attack on the bar area?
You want to watch Duty and Freedom fighting for territory?
You want to meet Nimble in the Dark Valley instead of always seeing him sleeping?
Try aliVe.

A combination of free Alife-controlled AI and new scripted events that make the zone more alive than before.
_____________
Changelog:
-bigger variety of monsters that spawn from the beginning

-freed some NPCs of their scripted tasks
---no Quest NPCs (besides Nimble^^)
---sub quests fully functional
---respawn fully functional

-freed some mutants of their scripted tasks

-four times the propability of status “wounded” for NPCs (lie helpless on the floor)

-one ingame day takes twice as long

-3 new unique weapons (automatic Beretta, rapid fire SPAS, Gauss mkII)

-increased weapon ranges for AI (only pistols, shotungs, MPs)

-increased range of some script jobs

-fixed vanilla dialogs (for aliVe)

-many new dialogs for NPCs like Bes, Seriy, Nimble, Fox

-dozens of new script sequences (e.g: bandit raid on the cordon loner camp)
---dependable on player, meaning not everyone will get the same Stalker

-several new mini-quests (e.g give me X to receive one of he new weapons)
___________
DOWNLOADS:

-aliVe V. 1.1 [eng]
[link]http://www.file-upload.net/download-287306/STALKER_aliVe_1.1_eng.rar.html[/link]

-aliVe & redux comp-pack v2
[link]http://www.file-upload.net/download-288258/aliVe_redux_comp_v2.rar.html[/link]
  00:59:02  8 June 2007
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Hellwege
Veteran
(Resident)

 

 
On forum: 04/02/2007
Messages: 279

---QUOTATION---
STALKER aliVe Mod

Hello dear GSCs,

the development is done, im proudly presenting:

: STALKER aliVe 1.1 [eng]
: gannebamm
: oblivion-lost.de /.com

_________________________________________
Commercial:
You want to witness a mutant attack on the bar area?
You want to watch Duty and Freedom fighting for territory?
You want to meet Nimble in the Dark Valley instead of always seeing him sleeping?
Try aliVe.

A combination of free Alife-controlled AI and new scripted events that make the zone more alive than before.
_____________
Changelog:
-bigger variety of monsters that spawn from the beginning

-freed some NPCs of their scripted tasks
---no Quest NPCs (besides Nimble^^)
---sub quests fully functional
---respawn fully functional

-freed some mutants of their scripted tasks

-four times the propability of status “wounded” for NPCs (lie helpless on the floor)

-one ingame day takes twice as long

-3 new unique weapons (automatic Beretta, rapid fire SPAS, Gauss mkII)

-increased weapon ranges for AI (only pistols, shotungs, MPs)

-increased range of some script jobs

-fixed vanilla dialogs (for aliVe)

-many new dialogs for NPCs like Bes, Seriy, Nimble, Fox

-dozens of new script sequences (e.g: bandit raid on the cordon loner camp)
---dependable on player, meaning not everyone will get the same Stalker

-several new mini-quests (e.g give me X to receive one of he new weapons)
___________
DOWNLOADS:

-aliVe V. 1.1 [eng]
[link]http://www.file-upload.net/download-287306/STALKER_aliVe_1.1_eng.rar.html[/link]

-aliVe & redux comp-pack v2
[link]http://www.file-upload.net/download-288258/aliVe_redux_comp_v2.rar.html[/link]
---END QUOTATION---



stalker alive=best mod ever great work keep at it gannebamm
  17:10:53  10 June 2007
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
06/10/2007 17:19:35
Messages: 1077
Discussion

For a real discussion about the mod please visit the related thread in the mod discussion part of this forum.

- im happy to see that you like my mod currently working on the latest version (1.4)
____
IMPORTANT
The related link in my first post is outdated. The latest version is 1.25 multilingual!

Because all posts in here were deleted by the mods also the posts with the latest version get lost. Unfortunatly im unable to edit my first post, so here the latest informations:
-
: STALKER aliVe 1.25 [multil.]
: gannebamm
: oblivion-lost.de /.com
_________________________________________
Commercial:
You want to witness a mutant attack on the bar area?
You want to watch Duty and Freedom fighting for territory?
You want to meet Nimble in the Dark Valley instead of always seeing him sleeping?
Try aliVe.

A combination of free Alife-controlled AI and new scripted events that make the zone more alive than before.

- teaser:[link]http://www.youtube.com/watch?v=T7zN8uTLcNs[/link]
_____________
Changelog:
Version 1.25

* fixed bug relating to dog_swarm @ escape
* fixed bug relating to Yantar and the dialog
* enabled the chimera and cat as new mutants in the zone (only if you use the new all.spawn!)
* fixed some spawn numbers
* a brand new readme with file explanations makes individual altering easy

means to use most of the new features you have to beginn a new game.

Version 1.1

* bigger variety of monsters that spawn from the beginning
* freed some NPCs of their scripted tasks
o no Quest NPCs (besides Nimble^^)
o sub quests fully functional
o respawn fully functional
* freed some mutants of their scripted tasks
* four times the propability of status “wounded” for NPCs (lie helpless on the floor)
* one ingame day takes twice as long
* 3 new unique weapons (automatic Beretta, rapid fire SPAS, Gauss mkII)
* increased weapon ranges for AI (only pistols, shotungs, MPs)
* increased range of some script jobs
* fixed vanilla dialogs (for aliVe)
* many new dialogs for NPCs like Bes, Seriy, Nimble, Fox
* dozens of new script sequences (e.g: bandit raid on the cordon loner camp)
o dependable on player, meaning not everyone will get the same Stalker
* several new mini-quests (e.g give me X to receive one of he new weapons)
* ________
* STALKERS are not blind by Red75 integrated
o Stalkers will evade anomalys

________________
DOWNLOAD-AREA:
_____________________
STALKER aliVe Ver.1.25
[mulitlingual]

Do you hear the chimera growling? It is hungry...
Was this a cat? What the hell is going on in the Zone?
___________
DOWNLOAD:
[link]http://www.file-upload.net/download-288824/aliVe-1.25-multi.rar.html[/link]
________
INSTALL:
Put the gamedata folder in the STALKER root directory (e.g.: C:gamesSTALKER shadow of chernobyl)
&
Install one of the modular mods if you want
I wish you a lot of fun with this
gannebamm
  20:45:49  10 June 2007
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Hellwege
Veteran
(Resident)

 

 
On forum: 04/02/2007
Messages: 279
Is this new version able to still work with redux?
  20:53:00  10 June 2007
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Melodic
Senior Resident
 

 
On forum: 04/08/2007
Messages: 540
I've actually been meaning to talk to you about that, Gannebamm. I love your work, and so do a lot of people who play Redux, but there are still a lot of overlapping errors thanks to 1.03s new content, and the additional content you've added to your mod.

After talking to a lot of our regular players, I was wondering how inconveniencing for you to make a "clean" version of aliVe, ie. just the A-Life scripting with quest NPC control, and anomaly avoidance. This way, our Redux users would get what I believe to be the BEST A-Life modification, with our changes left intact.

Please, feel free to email me with a response, and thanks again,
  12:59:53  20 August 2007
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DC-
Senior Resident
 

 
On forum: 07/04/2007
 

Message edited by:
DC-
08/20/2007 13:23:23
Messages: 451
STALKER aliVe 1.5 OUT NOW!

It took a long time to release this version, we were struggling, not sure if we could continue with this mod, since gannebamm moved away for work, unable to play and test the mod, being very short on time.

In addition, version 1.45 got screwed up by the latest XR Spawner version, so we had to start over.
After all the stress, and sometimes lack of motivation, we managed to finish the new version, fix the bugs and rethink some design choices.

Main feature are the so called multi_terrains, which make the zone a lot more unpredictable and every play-through a different experience.

You'll see Duty patrols attacking a bandit position or just reinforcing a bunch of loners.
Soldiers who decide that they want a loner camp for themselves, killing everyone in their way.
A gang of bandits sitting around a campfire where, one day before, there was a group of loners.
A herd of fleshes choosing a bandit encampment as their new lair and many other encounters you won't see in the unmodded game.

Here's STALKER aliVe 1.5 for you guys, we (gannebamm & I) hope you'll enjoy it.
Make sure to have a look at the readme.

http://www.file-upload.net/download-374534/STALKER-aliVe-1.5.rar.html

### CHANGELOG ###
Version 1.45 - 1.5

DONE:

- fixed NPC bug caused by the latest XRSpawner version, which screwed up the whole main quest (thanks to dezodor for the help)
- changed Nimble back to vanilla, he won't make a run anymore
- number of mutants rebalanced (esc, gar, agr, val)
- more multi_terrains added
- dialogs reworked (dialog. xml files)
- altered german dialogs for Fox and Zakharov
- fixed some minor spelling mistakes
- fixed chimera and cat description in encyclopedia
- reputation bug fix removed for now (event at the beginning of garbage now works properly again)
- rebalanced spawns in all.spawn
- smart_terrains rebalanced
- fixed Kruglov "twins" in Wild Territory
- most custom dialogs now can only be clicked once
- added german text files for the repair mod
- Sidorovich now sells Guide's info (if Guide dies before you can talk to him, you can get the info from the trader instead)
- Guide flashdrive removed
- fixed Duty waypoint crash in Yantar (removed Duty patrol)
- integrated pripyat crash fix (thx to NatVac)

COMING UP:

- add new mutants in appropriate places (chimera, burer, maybe others too)
- add new items in appropriate places
- new mini quests
- Redux compatibility pack (?)

Version 1.25 - 1.45
- smart_terrain entries altered to multi terrains (esc, gar, agr, dar, mil)
- altered dialogs in escape & yantar
- altered smart terrains for better balance
- fixed reputation bug (by NatVac)
- changed name of the bandit leader, so there won't be any clones in the zone (german version only)
- new dialog structure implemented for easier merging with other mods
(new files : aliVe_dialogs.xml stable_dialogs.xml)
- number of mutants decreased (esc, gar, agr, dar, mil)
- dialogs reworked (yantar fix, new "Skull" event)
- gulags reworked
- alive.script reworked (agr, esc, val, mil, bar)
- all.spawn - new mutants (esc, gar, agr, val, mil, rad, prip, stancia)
- new version of red75s stalkers-are-not-blind (solves the Kruglov bridge problem in wild territory)

### KNOWN BUGS AND PROBLEMS ###

- [Cordon] The military at the bridge in Cordon will attack on sight, you won't be able to bribe them like in vanilla Stalker.
- [Garbage] In some rare cases, the car park in Garbage will be attacked by mutants and Bes will be killed before you can complete the quest "respond to the call for help" (working on it)
- [Garbage] The radio message of Seriy in the hangar will repeat every time you approach the hangar. (No idea what causes this, any help appreciated!)
- [Agroprom UG] The scripted bloodsucker roar is not necessarily accompanied by a bloodsucker.
- [Dark Valley] The scripted bloodsucker spawn in the gas station near Borov's headquarter is gone.


If there are any problems with the link, just let us know.
This is also kind of a public tester version. Any feedback is appreciated and will help us to improve the mod as much as possible!
  15:29:59  20 August 2007
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Majorfatso
(Novice)
 
On forum: 04/22/2007
 

Message edited by:
Majorfatso
08/20/2007 15:36:51
Messages: 17
I will try out alive 1.5 as soon as it is download onto my comp and I thought it would be a abit of an amusement to show you guys a screenshot I took not to long ago.



http://img126.imageshack.us/my.php?image=ssadministrator08200720is7.jpg



EDIT: Fixed the link to the screenshot
  10:00:35  21 August 2007
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deletemyaccountplz
(Novice)
 
On forum: 07/11/2007
 

Message edited by:
deletemyaccountplz
08/21/2007 10:02:17
Messages: 18
Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you!

Gannebamm and DC, you are heroes! Thank you! Thank you! Thank you!

Am d/ling and will try as soon as I can (ie. when the Dell repairman comes to change my burnt out XPS motherboard :@ on friday). Anyway, thank you! Thank you! Thank you! Thank you! Thank you!

(EDIT: oh, and btw, thanks for changing Nimble back to vanilla. I always had to chase him through hell and high radiation to Pripyat)
  15:58:29  21 August 2007
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Jhaxavier
Senior Resident
 

 
On forum: 05/31/2007
Messages: 188
Holy shit, I think I'm able to get this working with Dezo's Freeplay mod! I haven't been able to extensively test yet though...

By the way, what differences should I expect in the beginning of the game (cordon)? I don't have much time to test, so...
  16:12:13  21 August 2007
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077
NO DISCUSSION IN HERE!

Plz stop to discuss in this thread. Its only for new updates and downloadables.

visit: https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr

to discuss the mod and give feedback.
I would like to hear what youre thinking about our mod but not in this thread.
 
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