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Scrounger 1.0 Release - Taking STALKER from Wal*Mart to wasteland.

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  04:02:32  27 June 2007
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PuceMoose
(Novice)
 
On forum: 06/27/2007
 

Message edited by:
PuceMoose
06/28/2007 4:41:23
Messages: 13
Scrounger 1.0 Release - Taking STALKER from Wal*Mart to wasteland.

Hello everyone,

New to the forums. I'll let my readme.txt from my mod serve as my introduction. Hopefully I'll see you in the mod discussion forum!

DOWNLOAD LINK:
[link]http://www.pucemoose.com/files/scrounger.zip[/link]

Scrounger Mod 1.0
06.26.07

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Installation
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Unzip everything into your stalker directory.

If you have not used mods before, you will need to open your fsgame.ltx file found in the "programfiles/thq/Stalker" directory.
Open this file with a text editor (notepad is fine) and find the following line:

$game_data$ = false| true| $fs_root$| gamedata

Change the false to true, i.e.:

$game_data$ = true| true| $fs_root$| gamedata


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IMPORTANT NOTE
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As with any mod, it's a good idea to BACK UP your gamedata folder to another location before installing Scrounger 1.0. That way, if you don't care for it or experience any gameplay issues you can restore your backup of the gamedata folder to the way it was before you installed Scrounger.


If you are using a version of STALKER other than English you should download and install Shebuka's Repair Mod and install it after installing Scrounger if you wish to use the Repair Mod. Scrounger customizes and includes ONLY the US/ENGLISH version of Repair Mod 2.5. All other features of Scrounger should work with any language install.
Repair Mod 2.5: http://stalker.filefront.com/file/Repair_Mod_RusItaEngFraEspGerCzePol;78833#Download


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Mod information
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Why did you make this mod?

I always pictured STALKER as a game where you were always running low on everything, forced to stalk and scrounge through the wastes in search of vital food, medical supplies, and ammunition. I wanted a slightly tougher game where I was eager to search every corpse I found for possible supplies. Vanilla STALKER always felt a bit too generous to me in allowing the player cheap and easy access to just about everything. This should be a wasteland, not a Wal*Mart!

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Major Features:
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* Ammo drops from enemies have been reduced to approximately 25-35% of original values. On an enemy where you'd expect to find 20 to 40 rounds you'll now find about 5 to 12. Sometimes you may not find anything.

* Ammo found in suitcase/chests/crates has been reduced, though not as severely as stalker drops. This helps to make every unopened container a potentially highly useful resource.

* Ammo prices increased by 100% to 200%. No more cheap and easy ammo. However, most stalkers will carry small amounts of ammo that they might sell; they'll often let it go for a discounted price compared to the "big" traders. It's in your best interests to seek out the loners for your ammunition needs. There's also a good chance that you can sell ammo to various loners and traders, since everyone's in need of it.

* Ammo in ammo boxes cut in half. This means less ammo can be purchased when you do find it for sale. I've also halved the associated weight of the boxes so the overall weight remains about the same. This does not affect weapon capacity, just the amount of rounds the ammo boxes carry.

* NO MORE GUNS FOR SALE from the major traders; that's right, these guys are hoarding the valuable firearms for themselves. You'll have to get out there and find them for yourself, STALKER!

* FOOD and MEDICAL SUPPLIES have seen a dramatic increase in price and a moderate reduction in availability. What could be more valuable in STALKER's world than safe food and sterile medical supplies? You'll also enjoy a a bit more benefit in terms of energy and health from food you consume.

* PRECISION - You're a hardened explorer, familiar with firearms. As such, you'd expect to be able to hit something at 10 yards with a rifle. I always found the dispersion in Vanilla STALKER to be frustrating. Low-class Scoped weapons were not very handy, as the crosshairs seemed to serve as more of a 'general suggestion' of where you'd like the bullet to go than a dead-on point of death. I've lowered the dispersion to make your shots a bit more accurate. No hundred yard headshots, but just a small tweak so that the lowered availability of ammunition won't force you into wetwork with the knife half the time.

* ARTEFACTS - Sell price reduced by 40-50% and randomized a bit, so that you won't find most artefacts selling for the same price.

* BLEEDING - You need to keep a close eye on your health if you get injured. In the dirty, desolate world of STALKER untreated injuries pose a serious threat to the careless explorer. This also applies to some of the other lifeforms in STALKER's world.

* BIG MAN, BOLD MAN, BULKY MAN - You can carry a bit more stuff. I always found myself hovering right around the 50kg mark and hated seeing that weight reading in the red. Your maximum move weight is increased to 70kg and you can carry up to 60kg without tiring.

* REPAIR MOD 2.5 made by Shebuka. This awesome mod allows traders in the game to repair your weapons and armor. Due to the lower cash flow in Scrounger 1.0 I've slightly lowered the repair costs for most repairs. I've also brushed up the english text file a little a bit to smooth out the translation.


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Do I have to start a new game to see Scrounger 1.0's changes?
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No. Scrounger 1.0 should be compatible with all save games.


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Any other notes?
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I play Stalker on Veteran difficulty and with the following mods:
Official Patch 1.0003
Float 32 Mod
Hud & Blood 1.3
Sanex's A-Life Mod 4.2 Extended
Raw Onion Revamp Mod 1.3
Stalker Real Gun names Mod 0.3
STALKER Quest mod (10 days to complete quests)
Advanced World Weapons Mod 2.0

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Contact Information?
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Feel free to email me with comments or questions at:
deepdarksea AT gmail D0T com

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Legal/Usage
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You may modify this mod as you see fit. However, if you wish to include it in a compilation or publish a modified version you must contact me to get written approval. I imagine Shebuka expects the same courtesy for the use of the Repair Mod portion of scrounger as well.


[link]www.pucemoose.com/pics/scrounger1.jpg[/link]
[link]www.pucemoose.com/pics/scrounger2.jpg[/link]
  14:20:29  4 July 2007
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Phoynix
(Novice)
 
On forum: 07/03/2007
Messages: 10
Didnt work properly till I enalbed scripts directlry to true aswell

Ammo to easy to come by still... nothing to buy with your money now that the shop keepers dont seem to stock anything worth buying
the first guy always now just sells 3 basic leather armors every time I see him.
  08:58:39  21 July 2007
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Lucy29a
(Novice)
 
On forum: 07/15/2007
Messages: 12
Great MOD

After looking long and hard I finally came across this MOD and I love it! Only one thing tho... I do not like how I can not buy or sell weapons to the bar etc. Is there a way to maybe alter this MOD a little to change that? If so please let me know

I think this is a great mod because it does not totally cheat and give you everything. It is just what I was looking for (accept what I detailed above). If the gun trade thing could be resolved that would be great!!!

Lucy 29a
  17:13:46  7 August 2007
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CautiousHorses
(Novice)
 
On forum: 06/28/2007
Messages: 8
Possible Bug

Hey PuceMouse, loved your mod but it's caused me some problems in Yantar. Basically, first time I enter in order to talk to Professor Sakarov, he just sits at the far end of his room and refuses to come up to the glass to talk. Doesn't talk to Kruglov in their scripted conversations either.

Removing Scrounger through DonReba's Smart Mod Manager instantly fixed this problem.

Anyone else had this?
  02:33:00  8 August 2007
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Kaine
Senior Resident
 

 
On forum: 04/05/2007
Messages: 354
try backing up your entire gamedata directory, then add the mod manually. I'm beginning to suspect there's a flaw in the way Don's mod manager merges files. I've had some strange bugs appear while using it that go away when i do a manual install.
  08:49:09  10 August 2007
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deletemyaccountplz
(Novice)
 
On forum: 07/11/2007
Messages: 18
I personally use Jonesoft Generic Mod Enabler. If I want to use two mods, I just merge the files manually using ExamDiff. But anyway, back on topic.

This is a great mod. I love it. I got out of X16 with 12 rounds of ammo left for my gun, and I dread to think of X10. I used the aforementioned programs to merge this and the Nuclear Snow mod, and it works awesomely. Really fits the atmosphere.

Great mod.
  02:43:02  21 August 2007
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PuceMoose
(Novice)
 
On forum: 06/27/2007
Messages: 13
Glad to hear that you guys are enjoying Scrounger.

I *just* finished STALKER yesterday, and I'm going to be releasing an upgraded version of Scrounger (bringing it to 1.1) based on some of the observations I made playing thorugh the game. There's going to be a bit less ammunition that's priced a little higher, as well as slightly stronger grenades and altered healing items.

I will likely also try to include Scrounger Royale in the download, which is just Scrounger the little mods that make Stalker more enjoyable for me (no head-bob, 10-day quest limit, more immersive HUD mod, etc.)

If you have any (small) requests for Scrounger, now's the time! THanks for checking it out and I hope to have the newest version ready within a week.

Thanks,
PuceMoose
  09:58:01  21 August 2007
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deletemyaccountplz
(Novice)
 
On forum: 07/11/2007
Messages: 18
1. I understand perfectly why you did it, but can you find a way to duplicate the effect without halving the clip size of ammo boxes.

2. If it is possible, can you make it so when you reload, you discard the ammo in the clip you reloaded.

3. Make armour degrade slightly faster . I don't care if it's kevlar, you get shot, there's a hole in the armour.

4. As for the Royale version, can I recommend you have the Royale part in a seperate folder in the zip file so people can pick and choose parts of the Royale addon.

5. I can't remember if you did this, but if not, can you use the altered prices for armour as well (leather jackets sell for 99RU etc.).

6. Please have the advanced traders stock some Russian weaponry (a few AKs, an abakan if you're lucky, a handful of Makarov PMs). Only have the scientists stocking some scarce Nato equipment.

7. Add the ability to drag mutant bodies around. (why not?)

8. Add a realistic day night cycle mod (Stalker Skies?)

9. Make the sawn off shotgun appear by default in the pistol slot. (so it's always used as a pistol, not only if it's a special weapon).

If you like any of the ideas and decide to implement them, thanks!
  22:07:50  21 August 2007
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v8motorhead
(Senior)
 
On forum: 04/01/2007
Messages: 74
I agree with the last 2 posts.
Except leave head bobbing in, I kinda like it even if it gives me motion sickness sometimes
 
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