This is a discussion on Basix GFX-MV v.2.0 (for GSC patch v.1.0004) within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; ---------------------- Basix GFX-MV v.2.0 (for GSC patch v.1.0004) Download File (.zip): http://dc19.4shared.com/download/237...x_GFX-MV_2.zip http://www.box.net/shared/static/h16zqfkr3p.zip http://files.filefront.com/Basix GFX MV 2zip/;8463267;/fileinfo.html Download Size: 187.96 ...
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#1
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| ---------------------- Basix GFX-MV v.2.0 (for GSC patch v.1.0004) Download File (.zip): http://dc19.4shared.com/download/237...x_GFX-MV_2.zip http://www.box.net/shared/static/h16zqfkr3p.zip http://files.filefront.com/Basix GFX MV 2zip/;8463267;/fileinfo.html Download Size: 187.96 MB Release Date: 09.02.07 --------------------- READ ME - INSTALL DIRECTIONS 09.01.07 Basix GFX-MV v.2.0 (for GSC patch v.1.0004) Install: Simply extract the zipped file and put the gamedata folder into your main S.T.A.L.K.E.R. folder (usually X: -> Program Files -> THQ -> S.T.A.L.K.E.R. - Shadow of Chernobyl). If you've never played any STALKER mods you may need to adjust one line in fsgame.ltx (change false to true; use Notepad) to look like this: $game_data$ = true| true| $fs_root$| gamedata [Suggestion: If you already have a working gamedata folder, rename it or move it elsewhere and then install this mod in a clean/empty gamedata folder – a likelihood that something will go wrong when casually topping any one mod with another (without carefully merging files) is pretty high] Requirements: - system requirements as specified on the retail game box (for problems with Vista, google: "Stauffenberg's Stalker vista 32 bit" ) - GSC patch 1.0004 - no other mods in the same gamedata folder You need to start a new game! ---------- MOD FEATURES: BASIX SPAWN MOD: Completely rebuilt spawn files to force compatibility with GSC patch 1.0004. The mod features a rare combination in the same spawn file of: - monsters that GSC excluded from their final cut of the game; and - drivable vehicles (over 30 drivable vehicles throughout the game; you can use handgun while driving) WEAPONS EXPANSION MOD: This mod features 17 new base weapon models (not counting multiple "uniques" ). Play, say, three differently looking Abakans in the same game (no need to manually switch textures). They also have their own specs and all look different. The mod features: - 3 different AN-94 Abakan visuals in addition to "uniques" (a "unique" is a derivate from the base weapon model that shares its visual appearance with the base) - 3 AKS-74Us visuals in addition to uniques (Ghost's AKS-74U only at the 1st trader) - 3 Groza OC-14s visuals in addition to uniques - 3 AK-74 visuals in addition to uniques - 2 Dragunov SVD visuals in addition to uniques - 2 Dragunov SVU visuals - 2 TOZ-34 visuals - 2 VSS Vintorez visuals - 3 ZM LR-300 visuals in addition to uniques - 3 HK G36 visuals - 2 Val visuals in addition to uniques ADD-ONS TEXTURE AUTO-SWITCH MOD: Now your weapons attachments (silencers, scopes, nade launchers) automatically match the texture/color of the assault rifle you are using at the moment. This works in two possible ways: (1) say, you have several scopes in your inventory attached to several differently textured weapons -- the scopes will auto-match the texture of the weapon they are attached to, and (2) you have, say, only one scope in your inventory that fits several differently textured weapons in your inventory -- the only scope in your inventory will in this case auto-match the texture of each weapon once you activate the weapon and attach the scope to it. This feature is automatic and you don’t have to do anything ... just attach add-ons as usual. NPC WEAPONS REBALANCING MOD: NPCs in most maps have better or different weapons (say, many NPCs in Cordon will have TOZ-34s, or military at the train bridge will have some Abakans, etc). ENVIRONMENTAL GFX MOD: This has to do with reprocessed game graphics. I started with some 1,400 graphics and (to keep it to a reasonable download size) eventually reduced it to about 960. In a way, this is a very similar concept to the exceptionally excellent save's Nuclear Snow mod, except that instead of monochromatics used to obscure and give a certain mood to the game I did the opposite and pulled the "bleached/washed out" colors out and let them stand on their own in creating a sense of messy, deteriorated yet richly colorful environment. Weight/size of the reprocessed graphics is same as before so no extra processing power needed. Topped it with the excellent sky textures from STALKER Skies by Cambragol. HARD MOD: This mod has been created for those who prefer a higher difficulty level of gameplay (if you prefer an easier gameplay check the Start Switch Mod below or try some other mods. Difficulty features: - start: at the start you’ll need to find firearms on your own. You go to Wolf and he hands you a knife only -- TIP: there is a handgun in the trailer near that injured guy - restoring health and food: eating helps your hunger but it does not heal bullet wounds - restoring health and bandages: bandages stop bleeding but do not heal - restoring health and medical kits: medkits (except the anti-rad) are slightly less effective. If you are just about to die use 2 - NPCs: inside buildings, they are harder to spot if they are stationary since they kinda blend with this modified environment - conditions: foggy conditions are more frequent. Fog can present a significant obstacle. It's set at approximately 50 yards/meters visibility. Cloudy, rainy, foggy nights are not the best time to engage in new adventures. During the day is better and at least you can see silhouettes in the distance. If you accepted quests, sometimes you’ll have to go out no matter what conditions are since there is a very short time set on quests - prices of weapons: very high prices ... when buying. Selling them to traders will get you next to nothing - carrying weight: back to the game default of 50 with the max of 75 -- be more selective and create your stashes at different points in the game/maps - dominance weapons: these specially tweaked weapons (such as AN-94 Zonemaster, Groza OC-14 Specialist Edition, Fang's AKS-74U, etc.) are not available at traders. They are not even given to you (as in other Basix mods for 1.0003). You'll have to make some choices along the way -- for example, you can attack the Freedom Base and kill Lukash in order to get the "Zonemaster", because he has it. And even when you get your hands on that gun it's not certain in what condition the gun is. TIPS: AN-94 "Zonemaster" is carried by Lukash (Freedom commander); Groza OC-14 Specialist is carried by Gen. Voronin (Duty commander) and sometimes also by Petrenko (Duty trader); Fang's AKS-74U is carried by Bes (at the Garbage), and the usual AKS-74U Tactical is with Fox and maybe one at Seriy); Strelok's SVD is somewhere in the Red Forest area, etc. Some of these weapons (notably, Zonemaster, Groza SE) could also be found in secret stashes (when the gameplay conditions are met and, of course, if you are in the business of searching stashes) - quests time limits: if you are counting on collecting some rewards for accomplished quests and tasks, you better be moving quickly (or try using vehicles). 12 hours! Yep, it seems everything's going against you, STALKER. If you are screaming inside: "This is a way too hard ... START SWITCH MOD: This is in case that this mod is too hard for you, but you still want to play it. I modified 4 spawn files to make this mod capable of 3 alternative beginnings (besides the default) that will give you significantly better chances at the start (you'll have to start a new game if you switch since it's only in the beginning of the game that the change is possible). No matter which start you select the rest of the game is same. The default setting is the hardest setting to start with: Default Start Setting: 1. at the spawn time you receive: binoculars, torch, simple anomaly detector, standard Novice Jacket and you receive your knife from Wolf -- you need to find weapons on your own and a quality higher protection suit is a bit of the problem to find (apparently that Bandit’s Jacket near the bridge is also damaged) How to switch: Alternative Start 1: 1. go to: gamedata folder 2. rename the folder "spawns" to "spawns-default" 3. rename the folder "spawns-alt-1-stalker" to "spawns" 4. this will give you: binoculars, torch, simple anomaly detector, standard Stalker Suit, Fang’s AKS-74U with ammo, and Fort with ammo; you’ll receive your knife from Wolf 5. start a new game Alternative Start 2: 1. go to: gamedata folder 2. rename the folder "spawns" to "spawns-default" 3. rename the folder "spawns-alt-2-hunter" to "spawns" 4. this will give you: binoculars, torch, simple anomaly detector, Hunter’s Suit, TOZ-34 with ammo, and Fort with ammo; you’ll receive your knife from Wolf 5. start a new game Alternative Start 3 (the easiest start): 1. go to: gamedata folder 2. rename the folder "spawns" to "spawns-default" 3. rename the folder "spawns-alt-3-easy" to "spawns" 4. this will give you: binoculars, torch, simple anomaly detector, Hunter’s Suit, Groza OC-14 Specialist Edition with ammo, and Beretta with ammo; you’ll receive your knife from Wolf 5. start a new game Obviously, this switch makes the mod play easier at least in the beginning and most likely will have some influence on the rest of your game. The rest of the mod is unchanged. TAKE WEAPONS INSIDE MOD ( “kill 'em all but 3”): a silly lil mod that lets you take your weapons inside the “no weapons” areas. In a practical sense that’s mostly Bar … so if Snitch is really getting on your nerves one day you may just snap and decide that he’s too annoying to live … lol. If you decide to use it, use it when your relationship with Duty is already messed up and you don’t have much to lose by “clearing” annoyances in the Bar. IMPORTANT: DO NOT KILL Sidorovich, Sakharov, and Barkeep! Sidorovich (the first trader), Barkeep, and Sakharov (Yantar Mobile Lab) are protected and important NPCs (and only these 3). They are the relaying points for the game story and if they are killed the game will either immediately crash or if you edit their immunities it will crash at the point their input is required by the story. Everybody else tho is a fair game. Good hunting, STALKER! SKINFLINT MOD: you can sell unlimited amounts to the Freedom Base Trader (GSC default limit was set at 5,000 RU) OTHER FEATURES: all weapons and armor are non-degradable. All weapons, armor, etc. skins made either by myself or are game defaults except as credited below. Integrates some of my previous mods and weapons/armor skins (Strelok's SVD, Fang's AKS-74Us, Ghost's AKS-74U) in a slightly adjusted form. ---------- CREDITS: This mod also integrates either modified or unchanged mods developed by others: - Realism Graphic Mod 2.0 by edomae (nice lighting and shadows enhancements) - Traders Mod 1.1 by Balnazzar (traders have stuff ... lots of it) - Hud & Blood Mod 1.3 by pseudoant (bloody gruesome scene ... lol) - Stalkers Are Not Blind 0.99 by Red75 (helps NPCs avoid anomalies … be very patient with Kruglov in the tunnel between Wild Territories and Yantar ... did I say "very" ... I meant extremely patient) - Float32 Shaders by Cameron Sneed, aka jjwalker (makes this pretty game prettier and faster ... must have) - GhillieSuit, SVD and SVU skins from GhillieSuit_Svd_v1.2 and one of 3 G36 skins in this mod from Advanced World Weapons v.2.0 by giv_em_hell (an awesome suit and great weapons textures) - tho I had to completely remake the spawn file some of monsters’ coordinates and supporting files are still from excellent M_BCCF Mod 2.0 for GSC v.1.0003 by LLSNeitrino - vehicles’ coordinates and vehicle supporting files from Vehicle Enhanced 1.0 for GSC v.1.0003 by tampoux - skies and rain textures from STALKER Skies by Cambragol (looks more like a real rain coming down from really cool skies) - CarryMod 3 by save (use Shift F instead of a forklift to move/drag stuff around ... explosives and fuel cans included in this edition) - new advanced scope lenses from the Advanced Scopes Pack 2 by Domm2405 (aka Smirnoff CCCP) featured on some weapons (specifically check uniques with integrated scopes to see these great lenses) NOTE REGARDING VEHICLES -- HOW TO: You need to write (or copy and paste) the following lines in "user.ltx" file: bind cam_1 kF1 bind cam_2 kF2 bind cam_3 kF3 bind turn_engine kJ Note that some users may have 2 "user.ltx" files, one in Shared Documents and one in the game's root directory. Change both files if you do. Also note that some users (after changing the user.ltx) will have to enter each line in console in order to activate these binds. It seems that after using the console first few times you won't need the console any longer and your driving keys are ready. To enter and exit the vehicle press your "use" key (usually "F" ) when very close to the vehicle door -- note that to exit some vehicles you need to turn towards the door and press the use key. Start the engine by pressing "J" (press again to turn off the engine). Drive with your usual movement keys (usually "WASD" ) and stop the vehicle with the "SPACEBAR". You can also use handguns while driving. Note that not all visible vehicles are drivable. ---------- Hope you enjoy! ![]() ---------- |
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#2
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| Cool-one question. I use the monstrosity mod and I think that includes vehicles; I copied and pasted the lines into my user.ltx file, but still am not able to drive any vehicles! Does Monstrosity include the vehicle mod? |
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#3
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| Quote:
... Monstrosity spawn file doesn't include vehicles. The above file is the first to include both cut out monsters and vehicles in one spawn file. In Basix mods for v.1.0003, the spawn file include: - Basix 1.2 -- vehicles - Basix Monstrosity 1.2 -- cut out monsters - Basix GFX-H 1.0 -- cut out monsters In Basix mods for v.1.0004, the spawn file include: - Basix 2.0 -- vehicles (ETA -- tonight or tomorrow) - Basix Monstrosity 2.0 -- vehicles and cut out monsters (ETA -- sometime later this month) - Basix GFX-MV 2.0 -- vehicles and cut out monsters Since you are playing Monstrosity for 1.0003 ... maybe you could merge a vehicle mod that doesn't require a spawn file ... maybe something like Jeppa's mod. Haven't tried it, but it could work |
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#4
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| does this mod have a lot of...monsters? |
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#5
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| well ... different then before is the distribution of monsters. Maps that are difficult on their own (like labs, etc) have been left as they are , but maps that didn't have many monsters now have them -- specifically Cordon, Dark Valley, Agro, Pripyat, Garbage, and the access to the NPP. If you are looking for a mod without cut out monsters but that has vehicles for 1.0004, then you should check Basix 2.0 (should be done by tonight or early tomorrow). |
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#6
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| OMG THANK YOU I WANTED THIS MOD FOR 1.0004 FOR SOO0O LONG. Basix IMO is near the top of Stalker mods. and now that its .0004 compatible it just went up a little bit more, GG basix2.0' edit: aw man, I just realized that im gonna have to start a new game... well its all good I guess. I (sad but true) havnt played stalker in almost a week *gasp* so starting a new game wont be so bad with a new mod with sweet textures and graphics additions. thanks again |
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#7
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| Ok well seems you cant edit your post more then once, I -Just- started a new game. and before I could even get the the bandits at the car park I was attacked by a SWARM not a pack or a group a SWARM or those cats and then came the slow zombies i had to run over with a jeep a million times and then the long arm zombies that just walked around a corner and killed me in one hit. you see... what im tryin to say is that way toooo many monsters in Cordon. Cordon is supposed to be the "safe" part of the zone the entrance to the zone if you will. and your making it damn near impossiable to play the begining of the game without dieing 45 times before you finally get to garbage... I mean you dont think you could tone it down a bit in cordon atleast. im sure more people then just me would appreicate that. thanks for making such a great mod. |
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#8
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. Try the start switch mod (see ReadMe above) to get better equipped from the start -- sometimes good equipment makes all the difference |
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#9
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| Do you thin you could release monstrosity with a vehivle patch for 1.4? Honestly, I like it better because it's still difficult but not superdificult. If nt, that's fine. |
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#10
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| Quote:
. If you are more interested just into vehicles I'll be posting Basix 2.0 for 1.0004 today (just to find a connection that can upload the file without disconnecting every few minutes ... lol) , but that one is geared towards attracting new users or people who just want to somewhat easier gameplay. Here's a short vid clip from Basix 2 for 1.0004:YouTube - STALKER: Basix 2.0 for v.1.0004 |
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| 1.0004 patch? | WabiD | S.T.A.L.K.E.R. SoC General Discussion | 27 | July 21st, 2007 12:05 AM |
| Empires 2 - Patch 1.2, 1.2 Full and 1.2 Music Addon Patch released !!! | Borg124 | ST:A2 Modding, Mapping and Editing | 0 | July 18th, 2004 03:03 AM |