Stiivais

S.M.R.T.E.R. v0.42 build1

Sep 3rd, 2012
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  1. *formatting lost, just copy to notepad++ with wordpad on, or wait for the filefront description (that one is fixed)*
  2.  
  3. Call Of Pripyat
  4. S.M.R.T.E.R. Fan-Made v0.42 (STIIVAIS EDITION)
  5. ------------------------------------
  6. Changelog/Feature list
  7. [1.sept.2012] - build 2 (unfinished, possibly last version)
  8. ----------------------------------------
  9.  
  10. INTRODUCTION:
  11. Since most of you are going to be tl;dr, i will keep this short.
  12. I thought that i could boost the development by integrating SMRTER with MSO and generally pulling it out of the early alpha stage it is in right now (no weapon descriptions, chaotic balance, no stalkers/traders have the new items, no creature balance), sadly, the stalker files on my computer became corrupt due to my attempts to integrate Atmosfear 3 with this mod (dynamic lighting crash), so i am forced to release unfinished version of this, since i can't do any playtesting. Fixing the crash is not an option, due to shifting my focus to schoolwork.
  13.  
  14. INSTALLATION:
  15. You must copy the gamedata folder over to your Stalker directory (same folder where the .exe file is).
  16. If you have not installed any mods previously, then you must also edit your fsgame.ltx to enable mod support.
  17. Although i am writing this file in a hurry, i think that one line needed to match the following:
  18. $game_data$ = true| true| $fs_root$| gamedata\
  19.  
  20. COMPATIBILITY:
  21. I have integrated Massive Simulation Overhaul v1.0.1 and S.M.R.T.E.R. v41 so any mods that caused crash upon a merge with these mods, will also not work with this.
  22. But merging mods is generally a straightforward process, so with some patience anything should be possible.
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  27. SOME OF THE COMPLETED FEATURES:
  28. Weapons:
  29. > Most weapons have changed/added descriptions (SMRTER weapons did not have them, some vanilla weapons have been changed).
  30. > Most weapons have tracers, but they are much smaller. (you will want to see bullet source, since firefights are much more common now)
  31. > Some of the default weapons have tweaked stats to better fit added ones.
  32. (for example ak74 will now be less common because ak47 series added, description reflects this)
  33. > Following weapons added by S.M.R.T.E.R. 0.41 are present with tweaked stats (for gameplay/balance):
  34. AK-47 (base weapon for 47 series, inferior to ak-74, uses 7.62x40 ammo)
  35. AK-47SU (submachine gun with dot scope)
  36. AK-47V (long range version with dot scope, 20 bullets in clip)
  37. AWM (tweaked to be expensive and rare)
  38. Colt 1972 (a fictional version of Colt 1911, more precise, better damage)
  39. FN FAL (similair to AK-47, lower recoil and accuracy)
  40. FN FNC (similair to LR 300)
  41. G36c (submachine gun version of G36, without a scope)
  42. G43 (Gewehr) (now is the cheapest sniper rifle, good rate of fire but otherwise lacking)
  43. HK 416 (better than LR 300)
  44. HK 417 DMR (sniper version of HK 416)
  45. M3 (Benelli) (short shotgun, similair to sawn-off, but with 4 rounds)
  46. M16 (uses same ammo as AK-47, 20 bullets per clip, good accuracy, bad durability)
  47. M35 (a rejected prototype of M4, although only one or two npcs use them)
  48. MP7 (a machine pistol, mediocre as a weapon but good for artifact hunting since one-handed)
  49. P90 (powerful submachine gun which uses .45 ammo)
  50. Saiga (a fully automatic shotgun)
  51. SIG 221 (prototype pistol)
  52. SPAS 15 (larger version of SPAS 12, has stock)
  53. M16 DMR (sniper version of M16, similair to HK 417 DMR)
  54. Walther C109 (shortened version of Walther P99)
  55. AMT Hardballer (surprise for assasins ;D)
  56. XM8 (similair to G36, simply beast)
  57. XM177 (submachine gun version of M16, similair to AK-47SU and AK-74U)
  58. > Thrown knife has been modified to always do damage to your enemy if it hits it (bugs not accounted for), no more throwing knifes like madman just so that one would hit. Also, they do good damage now (early game).
  59. > Thrown flashlight has been modified to look like a realistic light source but is somewhat toned down. Now explodes 2 seconds after being thrown
  60. > There are now 2 types of silencers: Rifle and Pistol, each fit for specific weapons
  61. > Absolute scopes have been integrated, and HUD has been tweaked slightly, to have a bit more visible health bar and differently colored icons
  62. > Binoculars now have slightly less visible NPC boxes, thrown knife (bolt) uses regular knife model
  63. > The mod has vanilla hud without blood splash
  64. > All of the custom weapons can be upgraded, but with the upgrades of existing weapons (AK-47SU uses AK-74U upgrades etc.)
  65. > Weapons and ammo are more expensive, merchants will provide you with only a minor profit
  66. > Attachments have been made cheaper
  67.  
  68. Armor:
  69. > A prototype ecolog suit (may be used as SEVA suit in tunnel) has been added
  70. > A mercenary armor suit has been added
  71. > A alpha exo armor suit (lighter and cheaper) has been added
  72. > A soldier recon armor suit has been added (player now starts in it)
  73. > A stalker jacket has been added (from SHoC)
  74.  
  75. AI/Gameplay:
  76. > Integration of M.S.O. mod into the game.
  77. generally better AI, more behaviours, more life-like zone
  78. no more getting swarmed by chimeras in early game :P (as in S.M.R.T.E.R. .41)
  79. > Integration of S.M.R.T.E.R. enemies into M.S.O.
  80. izlom versions added (to zombie squads)
  81. bear (old boar) added (to boar squads)
  82. pseudogiants added (to gigant squads)
  83. cats added (to dog squads)
  84. > Customization of M.S.O. so zone is more agressive, full of life (yet not overpopulated):
  85. weak monsters like flesh can now have squads of up to 7, boars and dogs up to 6
  86. stalkers and other NPCs can have squads of up to 5
  87. zombies can have squads of up to 8, because zombies now have much worse weapons such as pistols and submachine guns, yet they are accompanied by izloms
  88. hunters and NPCs are more agressive, they go after their enemies from greater distances (+80m)
  89. all NPCs may attempt to loot dead bodies from 200 meters (if there is one in that radius they might go to it)
  90. zone is much more active, dead respawn in about 2 hours opposed to 6 or 7 in vanilla
  91. all of schedules (timetables) for M.S.O. have been changed so that there is more blend between day and night, with night units still out until late morning
  92. > Companion plugin reenabled so that you can recruit one or two friendly stalkers to guard you
  93. > Companion plugin dialogue priority adjusted so these options show up below "bye" choice
  94. > Companion plugin tweaked to make AI follow you much closer, sprint when you get further than 15 meters from the units
  95. > Toolboxes readded, changed into 2 tiers, one with basic tools (+15 condition), other with fine tools (+25 condition), yet the prices have been balanced in such a way that toolkits should be used on good/worthy guns
  96. > Repairs are now expensive, to make players use more toolkits
  97. > Toolkits can now be found as loot
  98. > Artifacts can now be found as loot in scientist's inventory
  99. > NPC's now have slightly less items in their inventory
  100. > Merchants buy items from the condition of 0.5 (0.7 in vanilla), this is used to balance economy, make players pick up only good guns
  101. > Weapons now spawn in a more varied, yet somewhat toned down condition (from 0.1 up to 0.7)
  102. > Custom energy drink removed
  103. > Food is more expensive but has longer lasting effects
  104. > Medkits and bandages have been balanced to heal damage slower
  105. > Artifacts are now cheaper and have better effects (might not be balanced)
  106. > Custom stashes and anomalies temporarily disabled because merge not possible
  107. > Changed A.I. random gear to facilitate usage of new S.M.R.T.E.R. weapons, with separate factions having specific guns (stalkers prefer AK series, bandits have cheap european guns such as FN FAL, mercenaries have expensive guns such as HK 416, monolith has best guns, duty has better weapons than freedom etc.)
  108. > Changed merchant stock so that they sell new weapons and items (but Jupiter merchant not fully done)
  109. > Changed weapon repair prices
  110. > Added a custom money looting system (modified another mod), you can loot money from stalkers, but the amount is not very great, you can loot up to max of 200 rubles from all NPCs automatically upon opening their inventories, a silent message will notify you about this
  111. > Managed to revamp almost all inventories of merchants, complete with different faction alignments and bonuses granted (join up with bandits and you get access to more buck shot rounds, FN FAL, FN FNC etc., stalkers get special AK series weapons, wealthy players may get custom colts and many more...)
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  116. FINAL COMMENT:
  117. There are many other features which are present, but which i cannot name due to not keeping a detailed TO-DO list (such as flashlights being tweaked, gauss gun ammo prices and firing rate being tweaked etc.).
  118. There were many great features planned (integration of Atmosfear 3, repair tweaking, npcs dropping armor, addition of custom mutants, hunting mutants for their parts a la Misery etc.), but i ran out of time and patience due to constant crashing up until the very moment i ran into the damned lighting problem with atmosfear 3, i had to spend a week to get the game launch in DX 10 the first time, i do not remember how. Guess that this is the end of playing stalker. I am sorry that the mod is incomplete, but this is better than nothing. -Stiivais
  119.  
  120. Also, thanks to the guys at M.S.O. and smrtphoneusr, which spared some time to answer my questions, also, why are you reading this, go play the damned mod!
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