Simulation of a life in all locations. Freedom of action and movement

Platform: PM 1.0004-1.0006
Developer: engine

Basic Description:
This mod is intended to drastically change the entire A-Life in the zone. Packed in an installer with a selection of different components, the mod will help you customize the simulation to your liking, whether it's a firefight on every corner, or a deserted expanse of the zone. For the entire A-Life Controller, it is provided new feature, absolute randomness of spawn in any mode. Previously, for example, only snorks spawned near the hangar in the dump, but now I have thoroughly worked on the randomness of spawning, both the original spawn and the GNIM respawn. Each playthrough of the mod will be unique.

Changes:
Thanks to the improved Se.respawn.script and Gnim, respawning is now unlimited. If the NPC, having spawned, does not find the gulag, it is not destroyed, but goes for a walk around the zone. Also, thanks to various compilations and settings, you can choose which NPCs you want to see on locations, how often they appear, how gulags work, how many NPCs appear, adjust the A-life radius. There are 5 All_spawn compilations to choose from, respawn rates, A-life radius, GNIM compilations, GNIM spawn rates, various gulag settings to choose from. Now in more detail about compilations, GNIM and other things.

Compilation:
1)”No Simulation” – All simulation is disabled in this mode. Respawn is completely disabled. Now if you clear, for example, a dump from bandits, then they will not spawn there anymore. This kind of compilation is suitable for lovers of desert and abandonment.
2) “Standard” - In this mode, the simulation is the same as in original game. True, all the original respawners were corrected. At the levels, you can find mostly the main content of characters and monsters as in the original game.
3) “Standard Enhanced” - In this mode, the simulation is the same as in the original game, but additional respawners have been added for each level. All original respawners have also been reworked. At the levels, you can find mainly the main content of characters and monsters that are in the original game, but also previously inaccessible. For example Bloodsuckers on Cordon.
4) “Advanced” - In this mode, the simulation has become much different from the original. In particular, now you can meet new representatives at the levels. Snorks in the Cordon, Freedom in the Junkyard, Mercenaries and Monolith in dark valley etc. Now the locations have become much more fun.
5) “Maximum” - In this mode, the simulation is as difficult to predict as the dollar rate. Whom you will meet at the same Dump, only God knows. In this compilation, you can now meet ABSOLUTELY anyone and ABSOLUTELY anywhere in any location where the simulation is running. Whether it's a fiery poltergeist at Cordon or a pseudo-giant at the Garbage.

GNIM:
GNIM (Generator of NPCs and Mobs) - It is a separate, autonomous system for respawning NPCs and mobs. Spawning takes place in random places selected by the system, which will help you enjoy the independent life simulation more than before. A wide range of settings for the GNIM module, along with other parameters, will help you configure almost everything related to the simulation. Here is a list of GNIM module settings:
1. The number of spawned in one cycle of the GNIM.
2.Gnim respawn frequency.
3. Compilation of GNIM (3 compilations are available to choose from):
1) Maximum: random spawn of absolutely anyone. This compilation involves all NPCs and monsters that can be found in the stalker (up to environmentalists and zombies without weapons.)
2) Medium: Random spawn that allows you to spawn extended, but not complete character content on locations.
3) Minimal: Random spawn that allows you to spawn minimal character content.

Gulags:
There are three types of gulags to choose from in the installer:
1) All gulags are disabled: all NPCs, even quest ones, freely go where they please.
2) Ordinary: I improved ordinary gulags.
3) Gulags from SANEX A-Life.

Stability:
This mod turned out to be very stable, however, a certain number of unpleasant crashes can still occur. Reasons for possible departures
1) Loss of the id of someone who spawned. (Cure by reloading AUTOSAVE)
2) Gulags SANEX A-Life, as practice has shown, is an extremely unstable thing at the Landfill. Therefore, I had to get rid of Sanka's gulags in the Landfill. (sad but is true). BUT, the flight can (albeit very rarely) fall on the cordon. Healed by reboot.

Other changes:
1) I wrote the soundtrack for the mod. It lies in the archive and plays in the main menu. Well, it's up to you to decide what came of it. If you don't like it, then delete the sounds folder from gamedata.
2) For mass character, the civilian zombie was returned and included in the simulation.

Works used:
Kstn, Sanex.

Screenshots:











46 10

Release year: 2012

Developer: GSC Game World
--- Publisher: Dorian 23 Gray

Interface language: Rus
--- Language voice acting: Rus
---Platform: PC
--- Edition Type: RePack

Game version: 1.0004

RAM: 1 GB (XP) / 1 GB (Vista / 7

Video card: 512 MB,
Sound Card: DirectX® 9.0c compatible sound device
Free place on hard disk: 6.5-8 GB

The main goal of this mod is
made on the basis of FreePlay Start, is to create the most lively
a virtual Zone capable of developing dynamically, without any
presets and scripted scenes that react to the player's actions in
real time. In fact - to return the same notorious A-Life,
promised by the developers and bring it to new level. Presented in
modifications, the life simulation system has no analogues in any of the
available on this moment projects. My goal was to make a mod
unique, different from everyone else. sinking into the soul, like
original game. Create the most free, independent and
vital, realistic Zone. It does not contain thousands of superglobal
innovations, there are no new weapon models, full-fledged quests or locations.
In place of them, everything already in the game has been licked with the utmost
scrupulousness and makes a smooth, comfortable combination - one-piece
world, including seamless gameplay, graphics and sound, with the ability to
endless wagering.

In terms of free simulation, I really like clear sky, but also
while working on "Mystery", I felt its main drawback well:
to introduce dynamic A-Life into Clear Sky, GSC created a system
detachment AI, and not individual - for the mass character, they simplified it for themselves
task. Looks cinematic, but more like some kind of strategy with
units-packs, like C & C Tiberium Wars, rather than what we
promised sometime in 2004.
And now, imagine the war of groups from the CHN, but where is each Stalker
individual, and not only fights all his life, but also engages
searching for artifacts, hunting, exploring the Zone, moving from location to
location and so on. And in such and such a state, the process of stalking itself,
with it all sorts of alterations happen. And there are many clans of stalkers - and
Duty, and Freedom, and Mercenaries, and the Military, and the Monolith - they are all, basically,
they fight each other while the neutrals walk around and E-Life in a peaceful way.
I’m not talking about mutants - they have a whole food chain, squabbling over
territory, sleep, some stay awake mostly at night...

ATTENTION: each version of the mod is completely independent Gamedata, install only one and do not try to mix them! To look at the world of the Zone from different angles, you can alternately switch between versions, replacing game data from time to time, because. save files are the same and allow it. The main thing - do not forget to switch between types of lighting before starting the game!

Installation:

1. Run exe
2. Install
3. Play

In the installer, you can choose which modification to install. There is also a Decrease in the population of the Zone, I recommend playing without it, but whoever likes it, suitable for both versions, A NEW GAME IS REQUIRED!

There is folk art, the description will be in the textbook.
Installation: Copy the desired to the root of the game

Repack features:

Based on GSC Game World license

Game version: 1.0004
--- Composition:
--- Mod Oblivion Lost
--- Minifix for Oblivion Lost (already sewn)
--- Mod Despair
--- Mini mod Reducing the population of the Zone (set as desired)
--- Nothing cut / nothing recoded.
--- Install additional software (DirectX, Visual C++)
--- Repack author SeregA_Lus


This global mod absorbed all the best from Sigerous mod, new plot and characters, features, and interface. The game has been redesigned from scratch!
One of the best global mods that will transform the Zone! The authors of this modification focused on the graphics, on the effectiveness of the zone, and they succeeded!
S.T.A.L.K.E.R. always associated with a lot of possibilities, the uncertainty of the plot, the game gives you a sense of freedom and limitlessness of your actions... Lost Alpha - mod without limits!
A new plot about what happened at the beginning of the game. How scientists tried to unravel the “mystery of the zone” and where did the first group of scientists with a military detachment go. The zone began to acquire rumors, and only you will know the truth!
You have completed the entire game, but you want more? This mod will show you what happened after the end of the main story clear sky, what will happen to the heroes and where the thirst for knowledge of the Zone will drag you!
Another mod, after passing which, you will learn a lot about the Zone and why the Shooter was so eager to the center, that he was drawn there, and how he managed to survive in the most difficult trials...
Now every step you take will affect the outcome of the battle, the ending of the game imagines a tree and which branch of development to follow is up to you. You will have to think about every step you take...
Are you tired of looking for hidden things? Pass difficult quests? Or do you just want to feel like a "master of the zone"? Then this mod is for you, it gives you access to all the items in the game!

Freedom of action and movement

The main motive of the game is more freedom of choice how to play. You are given a whole world, a vast territory inhabited by various creatures, under the influence of unknown and incomprehensible laws, fraught with both death and fame or wealth.
They also give a certain minimum set of equipment and plot intrigue.

And then - independent research, struggle. And the gameplay will be the way you build it yourself - do you prefer silent stealth operations with many hours of ambushes? Lightning assaults? Maybe you like to explore and trade? Or does the soul of a warrior live in you?

Freedom of action is the basis for a game that cannot be played twice in the same way.

living world

Are you used to the fact that the game world is static? Forget! You are no longer the trigger for triggers and scripted scenes.

In S.T.A.L.K.E.R., walking down the road, you never know what awaits you around the corner. There may be a camp of friendly stalkers or a lair of monsters, a crazy sniper or a bloodsucker, a wounded comrade or a lurking killer.

The world lives its own life, many events take place in it, regardless of your actions. Calmly observe what is happening or become an active participant in it - the choice is yours.

A-LIFE Life Simulation System

What makes the Stalker game world come alive? The "life simulation" system is an innovative AI system in S.T.A.L.K.E.R. that controls all characters and events in the Zone.

More than 1000 stalkers complete tasks, explore the zone, fight, rest, eat - they truly live in the Zone. Monsters gather in flocks and attack stalker camps and fight among themselves. On a global level, AI even manages faction wars. Creating background events? Generating an infinite amount of side quests and random quests? The life simulation system easily copes with this.

Thanks to the actions of our innovative A-life system, your playthrough will not only be new every time, but also completely different from other players.

Dynamic change of day and night

In parallel with how you learn to live and survive in the Zone, time also flows. Day turns to night, and bright sunny weather is replaced by stormy skies.

More than ever, the time of day in a game affects your game process- while you and all other stalkers see worse at night, most animals see perfectly at night; beware of monsters that prefer to hide in dungeons during the day, but crawl out to the surface at night; making night forays into the Zone, be able to find rare artifacts, visible only in the dark - do not miss the chance to get the most out of the game.
Thus, by exposing yourself to the risk of a night journey, you can also receive greater rewards. However, it is up to you to decide.

Weapons and ammunition

Traveling to the Zone is fraught with great danger. Therefore, we could not send you to this survival school without the proper equipment.

We have prepared a whole set of protective suits, detectors, provisions necessary for the stalker, first aid kits, bandages, radiation protection equipment and other things useful for survival.
Among other things, in the Zone you can get a lot of weapons to choose from, ranging from a knife, pistols, rifles and ending with a heavy grenade launcher.

We have zeroed the barrels for you, so rest assured that they behave in the game very believably: they shoot with real force and along the correct trajectory, wear out and periodically misfire.
If you wish, you can improve your weapons: a silencer, an underbarrel grenade launcher, a sniper scope - ask the nearest merchant in the shop.


Well, it looks like you are instructed and ready to experience the Zone in your own skin.
Forward and... better come back alive!

Platform: PM 1.0004-1.0006
Developer: Engine

Description:
This mod is designed to radically change the entire A-Life in the zone. Packed in an installer with a selection of different components, the mod will help you customize the simulation to your liking, whether it's a firefight on every corner, or a deserted expanse of the zone. For the entire A-Life Controller, a new feature is provided, the absolute randomness of spawning in any mode. Previously, for example, only snorks spawned near the hangar in the dump, but now I have thoroughly worked on the randomness of spawning, both the original spawn and the GNIM respawn. Each playthrough of the mod will be unique.

Thanks to the improved Se.respawn.script and Gnim, respawning is now unlimited. If the NPC, having spawned, does not find the gulag, it is not destroyed, but goes for a walk around the zone. Also, thanks to various compilations and settings, you can choose which NPCs you want to see on locations, how often they appear, how gulags work, how many NPCs appear, adjust the A-life radius. There are 5 All_spawn compilations to choose from, respawn rates, A-life radius, GNIM compilations, GNIM spawn rates, various gulag settings to choose from. Now in more detail about compilations, GNIM and other things.

1)”No Simulation” – All simulation is disabled in this mode. Respawn is completely disabled. Now if you clear, for example, a dump from bandits, then they will not spawn there anymore. This kind of compilation is suitable for lovers of desert and abandonment.
2) “Standard” - In this mode, the simulation is the same as in the original game. True, all the original respawners were corrected. At the levels, you can find mostly the main content of characters and monsters as in the original game.
3) “Standard Enhanced” - In this mode, the simulation is the same as in the original game, but additional respawners have been added for each level. All original respawners have also been reworked. At the levels, you can find mainly the main content of characters and monsters that are in the original game, but also previously inaccessible. For example Bloodsuckers on Cordon.
4) “Advanced” - In this mode, the simulation has become much different from the original. In particular, now you can meet new representatives at the levels. Snorks at the Cordon, Freedom at the Garbage, Mercenaries and Monolith in the Dark Valley, etc. Now the locations have become much more fun.
5) “Maximum” - In this mode, the simulation is as difficult to predict as the dollar rate. Whom you will meet at the same Dump, only God knows. In this compilation, you can now meet ABSOLUTELY anyone and ABSOLUTELY anywhere in any location where the simulation is running. Whether it's a fiery poltergeist at Cordon or a pseudo-giant at the Garbage.

GNIM (Generator of NPCs and Mobs) - It is a separate, autonomous system for respawning NPCs and mobs. Spawning takes place in random places selected by the system, which will help you enjoy the independent life simulation more than before. A wide range of settings for the GNIM module, along with other parameters, will help you configure almost everything related to the simulation. Here is a list of GNIM module settings:
1. The number of spawned in one cycle of the GNIM.
2.Gnim respawn frequency.
3. Compilation of GNIM (3 compilations are available to choose from):
1) Maximum: random spawn of absolutely anyone. This compilation involves all NPCs and monsters that can be found in the stalker (up to environmentalists and zombies without weapons.)
2) Medium: Random spawn that allows you to spawn extended, but not complete character content on locations.
3) Minimal: Random spawn that allows you to spawn minimal character content.

There are three types of gulags to choose from in the installer:
1) All gulags are disabled: all NPCs, even quest ones, freely go where they please.
2) Ordinary: I improved ordinary gulags.
3) Gulags from SANEX A-Life.

This mod turned out to be very stable, however, a certain number of unpleasant crashes can still occur. Reasons for possible departures
1) Loss of the id of someone who spawned. (Cure by reloading AUTOSAVE)
2) Gulags SANEX A-Life, as practice has shown, is an extremely unstable thing at the Landfill. Therefore, I had to get rid of Sanka's gulags in the Landfill. (sad but is true). BUT, the flight can (albeit very rarely) fall on the cordon. Healed by reboot.

1) I wrote the soundtrack for the mod. It lies in the archive and plays in the main menu. Well, it's up to you to decide what came of it. If you don't like it, then delete the sounds folder from gamedata.
2) For mass character, the civilian zombie was returned and included in the simulation.