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S.T.A.L.K.E.R. - Oblivion Lost 2.2 Full + 1.005 Compatibility Patch

This mod aims to bring Shadow of Chernobyl back to its...

  • Category First Person
  • Size 258.3 MB
  • Program by S.T.A.L.K.E.R. - Oblivion Lost (by OLP Team)

S.T.A.L.K.E.R. - Oblivion Lost 2.2 Full + 1.005 Compatibility Patch

This mod aims to bring Shadow of Chernobyl back to its original "Oblivion Lost" roots and adds in some of the gameplay features STALKER fans have longed for. This includes features like total freeplay from the start, improved A-Life, and so much more!

Readme File:

S.T.A.L.K.E.R. - Oblivion Lost (by OLP Team)

Lead scripter: Kanyhalos

Scripts, configs: Atrocious

Sounds: Darius6

Testers: Wolfehunter, Ceano, nandersen, Lucian04, V-Storm

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S.T.A.L.K.E.R. - Oblivion Lost

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General Information

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Type.................: mod for Stalker - Shoc 1.0004 and 1.0005

Platform.............: Windows XP

Languages............: english WW and US

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Release Notes:

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S.T.A.L.K.E.R. OBLIVION LOST 2.2

What is the purpose of this mod?

The purpose of this mod is to get closer to the old Oblivion Lost, and give the best performance possible, while implementing the best mod features:

Total freeplay, modified A-Life, reality enhancement, better AI, faction wars with cooperative gameplay.

It is recommended to play in HELL difficulty!

This mod works properly only with 1.0004 and 1.0005 patch!

Although the 1.0005 version is working with the 1.0006 patch as well, but that is just an MP Patch.

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INSTALL NOTES

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How to install?

1. You need to download the version which you would like to play. There are separate downloads, one for 1.0004 and one for 1.0005, but there are no feature differences, the patch compatibility is the only reason. I decided to release 2 versions, so you don't need to install any patches, just the whole pack.

2. You must delete everything from the previous versions, and install a clean Oblivion Lost 2.2 without any side-mods!

3. You should edit the fsgame.ltx and at the gamedata line change both variables to true (one of them is already true)

4. Copy the content of the package to your Stalker gamedir (if you don't have a gamedata folder, don't worry, this mod will create it)

5. Read this info!

6. YOU MUST START A NEW GAME!!!

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CHANGELOG OF OL2.2

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COOPERATIVE FACTION WARS

After you complete the main story and go back from the Chernobyl NPP, you are able to join any faction. You can join factions at Pripyat trader, Military trader in Chernobyl, Lukash, Voronin, Sakharov, Barkeep. Of course, you can't join every faction - it's well-balanced and fits into the game.

If you join a faction, they will be friendly toward you. If you kill 2-3 stalkers from your faction, then the faction will be hostile toward you.

Though you can repair your broken relations through Sidorovich, Barkeep, and the Pripyat trader, it costs a huge amount of money.

You can hire all NPCs who are friendly. There is a dialog that appears, where you can ask him to follow you, or suggest him to wait here. You can even say that you don't need his help anymore, and he'll go away. You can't hire quest NPCs and faction leaders, nor snipers or guards.

There is a team coordinator NPC marks, so if you want to give a different command, then you have to ask one NPC only, not all of them, and they'll do the same. It's very useful for large groups.

The NPCs follow you to other levels, too, but their transition is a bit slower than yours, because they must take the path between the two levels.

Please be patient with them, it's not a long time, only 10-15 in-game minutes.

Sometimes they are a bit slower if they are going to the Bar from Garbage, and if you are going to Dark Valley from Cordon, they'll arrive from Garbage, and they won't follow you to underground levels. If the NPC doesn't follow you immediately, don't blame him, he will, he just may be busy with something else, but don't worry, it's rare.

When NPCs are in the "follow me" state, they don't loot corpses and don't collect items from the ground. If you tell them to "wait here", they will start to loot.

They don't loot stashes, only corpses and lying items.

All other NPCs are always looting if they are not in combat mode.

So the main purpose is that you can join any faction, hire the members, and lead against the enemy, even with huge groups; there is no limit on how many NPCs you can hire, but they need to have medkits, otherwise they won't accept your suggestion until you give them medkits.

Cooperative NPCs will heal you if you get wounded.

The interactive message system fits into your actual faction, for example if you are Bandit, then the Duty won't send you messages.

Added a Merc trader and a Bandit trader, but they appear only if you join them.

Authors: Kanyhalos, Red75, Atrocious

Coop dialogs thanks to dezodor, Don Reba, BAC9-FLCL

Dialog manager thanks to NatVac

CHANGED A-LIFE AFTER TRUE ENDING

After you complete the storyline, the A-Life will be changed.

As time progresses, NPCs' ranks increase, and they'll become veterans, masters, and so on.

You'll be able to meet highly skilled NPCs in certain levels (for example veteran and master bandits advancing from Dark Valley, Exo and Seva loners in Cordon, etc.). They also have very good equipment, for example you may meet enemies in earlier levels with LR300, AS Val, etc. Their goodies are random, so now you can forgot about the usual stalkers with novice suits and sawn-off shotguns.

You can meet certain factions anywhere you go, but it's balanced. There will be a lot of unexpected situations, and probably most of them will be dangerous.

It depends on which faction you are in. NPCs looking for artifacts and doing transmutations, using GPS markers, although you won't see this, but you can loot them from corpses or buy from NPCs if they sell it.

I would note that the autoquests have been disabled, and most of them turned into normal side-quests.

Authors: Kanyhalos, Iwer, ClaySoft'65

Credits:

Coop Mod (thx for Red75)

Marauders scheme (thx for Red75)

Iwer's Un-Life Mod (thx for Iwer)

Faction change and reset (thx for Atrocious)

New blowout sound (thx for dezodor)

Changes in the medic scheme (thx for Artos)

Autoquest convertation (thx for NatVac)

Big thanks for Servalion about reporting the issue of May 31, when the blowouts and the faction wars events stopped working in some cases. It's been fixed.

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SPECIAL THANKS AND GREETINGS TO:

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xStream, NatVac, BAC9-FLCL, Dezodor, Barin, V-Storm, Saint Stan, Allianxor, MarteenDee, ClaySoft'65, Don Reba, FFxSTALKERx, Pixel, Fatrap, Wolfehunter, Bangalore, Lucian04, Atrocious, Dev1ce, KnifeInFace, DEXXX, nandersen, Dada4, EggChen, ZEN, Ab@ddon, LLSNeitrino, Hectrol, Fredy, Fulcrum, Xarvius, Ceano

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IMPORTANT CONTROLS

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You can enter vehicles with "F" button, and Turn on the Engine with whatever button you set in the options/controls menu.

If you enter the BTR with "F" button, press the "L" button to open the windows.

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IMPORTANT ISSUES

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Be very aware when you drive vehicles. Especially at night considering that anomalies will change their positions after blowouts.

If a Whirlgig anomaly throws you up with a car, then it's recommended to jump out of it. The anomalies are deadly.

You should protect Kruglov/Semenov in Yantar carefully, because sometimes the Zombified Stalkers get out from the factory to kill you, and the ecologist isn't afraid of them.

When you obtain quests in Army Warehouses between the Duty and the Freedom, do not shoot first, otherwise the whole faction will try to kill you.

Sometimes the Protect the Border quest can be funny, because sometimes a few loners or mutants block the way of the Monolith forces.

If the Monoliths don't want to start the raid, then you should shoot them first and they'll start the offense.

It's recommended to have a suit which has good telepathy protection, because the controllers are dangerous. Be aware of them.

Do not use the side-gates in Pripyat stadium when you enter into it the first time, use the main gate as usual, there is no cutscene, just continue your way on foot towards the NPP.

Do not look for artifact activation feature, I took it out, because it didn't work well with the dynamic anomalies system and the anomaly evasion.

The blowout at NPP Stancia2 is very dangerous. You should get to the Sarcophagus as soon as possible if you are to survive.

The last portal in the NPP Stancia2 teleports the actor to the court where you can meet the main boss enemy.

And you can go back to the previous levels in the same way you arrived on your own feet, you can see the positions of the level changers on the PDA Map.

The game is open-ended, so you can forget about the "Game Over". There is no final movie, the end of the storyline has been changed, because in this mod the Zone doesn't come to its end, there is no green around you, Marked One now know he is Strelok, and he still wants be stalker, and he goes back from the NPP and continues his business.

Although a lot of weapons were added to the game, you can't buy most of them from the traders, you need to find them elsewhere.

The alcoholism feature has been turned off, because of the so-called poisonous attack, you can re-enable it in olp_mod.script if you want to back that.

You can carry heavy weapons, Minigun, PKM, MG3 with exoskeleton equipped only.

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CUSTOMIZATION

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You can customize some settings in olp_mod.script, you can enable or disable some features by setting them to true or false. The radio chat in the Bar, you can revert back the vanilla music, and you can turn off the respawn in the underground labs and in the NPP, or re-enable the alcoholism feature, or disable the day-night cycle anomaly behavior.

Detailed comments inside the script in English.

You can also enable the join factions feature at the beginning, look into the faction_change.script, there is a variable allow_fc_at_sidorovich, set it to true, but that's untested and I am not going to fix its bugs, please don't ask me if you set it enabled, I won't answer.

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