S.T.A.L.K.E.R.: Clear Sky - Enhanced Edition

S.T.A.L.K.E.R.: Clear Sky - Enhanced Edition

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Clear Sky Global NPC Rebalance
   
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26 Jul @ 11:15am
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Clear Sky Global NPC Rebalance

Description
A global mod that changes the balance of almost all factions and the NPCs they spawn. The changes to the factions are relatively lore friendly. I looked into what faction NPCs spawn with in all 3 of the original games and basically used it as a foundation for this mod. For example, Duty now sometimes field shotguns and Western rifles, even if its a relatively rare occurrence.

Scientific suits were for some reason used only by novice NPCs in vanilla Clear Sky. Now they appear semi-rarely at higher ranks for both Monolith and Duty.

A few bugs GSC left in with regards to wrong ammo types were also fixed. The affected NPCs now have ammunition to actually fight with.

A few unique NPCs are also changed, as are some of the scripted squads the player may encounter. An easy example is Leshy who is now more equipped to face the overwhelming danger of Yantar's onslaught of Zombies, as well as to lead Veterans into battle. Or the Barrier Loners who while still endangered by elite Monolith forces are now a bit more formidable.

Modifies the gamedata -> configs -> gameplay & misc folders.

IMPORTANT:
Do note that this modification requires a new game to take effect. Major changes to the mod may also require a new game to function. I will announce when such a change will come out, weeks in advance.

For more information on what was changed, check the changelogs page.
11 Comments
EZ_AS 1 Aug @ 5:03am 
Out team tried to figure it out but still failed in finding particular missing files, so since COP contains the best and completed sound tracks, we decided to CTRL+C and CTRL+V, then odd *beep* sound dissapered, simple and effective. Hope my anwser could help you.:grwheart:
BTW we made some interesting changes to gunsmith system, I think you cud try our mod and make your own gunsmith style.
Speaking of shotgun, we did enlarged firing range and damage of shotguns and it turned out to be over too imba, causing key NPC died more easily than in the vanilla Clear Sky (especially in Yantar assault), that's why we nerf shotgun shooting range again and move these buff into gunsmith, perhaps you cud try it, too, it's funny:steamhappy:
[GND] Charcharo  [author] 31 Jul @ 12:28pm 
@vasyasyr
I was unable to replicate the crash. It could be something other than my mod I believe. Not saying there is no issue there, but if it is it is not related to the changes I made.

@EZ_AS
Can you give me some information on these missing sounds? I do notice some odd sound issues but they are not related to weapon sounds.

Other than that
Version 2 testing is going well. I fixed some visual issues where grenade launchers, scopes, and silencers dont display on NPCs. I also buffed Dart and Slug rounds. I dont know if it is enough but their effectiveness was incredibly bad before. They are so weak in general that I am unsure if its enough.


Also Mounted PKM now has same stats as hand held one, except for better recoil (slightly). Since its mounted. Shotguns got some slight buffs to help their max ranges, same for some other guns too. Not too noticeable but will help NPCs armed with shotguns suck a bit less.
EZ_AS 31 Jul @ 8:45am 
my mod subscribers also reported issue related to ammo_PKM, seems like I'm not the only one meeting such problems caused by gsc
pal, you also need to fix the sound bug caused by missing file, too
check
Call of Pripyat/gamedata/souunds
copy everything to
CLEAR SKY-EE/gamedata/sounds
then there's no more **beep* sounds when you fire some particular weapons
Until 2025 the community is STILL fixing everything left over by GSC
GOOD JOB Sergiy Grygorovyychy and Evgeniy Grygorovyychy, good job GSC Gameworld:SkullofDoom:
[GND] Charcharo  [author] 29 Jul @ 1:57pm 
@vasyasyr,
Does it happen even after a restart?
Can you get the Logs from the crash? I didnt touch the digger profiles at all though...
vasyasyr 29 Jul @ 11:57am 
У меня вылетает игра при обыске диггера на свалке (сюжетное задание)!?
[GND] Charcharo  [author] 29 Jul @ 4:43am 
For Version 2.0 I have decided to do some weapon changes too. Effective range for shotguns now closer to real life. I havent modified their accuracy, just when the rounds fired stop existing.

The air resistance values were improved based off COP data for the Slug rounds. Penetration too has been buffed to coincide with CoP values, so Slugs are now 0.5 (5.45x39 FMJ is 0.6) and darts are at 0.7 (AP 5.45 is 0.8). Damage was also modified slightly.

Even with all of these buffs, slugs and darts are still not amazing. But they are at last a danger to other Stalkers of low-medium armour and usable by the player.
[GND] Charcharo  [author] 28 Jul @ 6:38am 
Will for sure consider it for Version 2.0. I will wait for the next patch before I see what needs to be done though (though I have a list of things I can try already).

In the meantime I saw some improvements that I can make to the Limansk Hospital spawn table too.
[N7] 28 Jul @ 6:00am 
Если улучшить все дробовики то да, они будут иметь смысл
[GND] Charcharo  [author] 28 Jul @ 5:34am 
@[N7] Do note that there is a degree of luck to what you encounter. But I will consider lowering PKM spawn rates for Freedom Experts.
Freedom members in vanilla Clear Sky have shotguns. As do Duty members in CoP. I may lower the spawn rate to those, but the alternative would be buffing Slug and Dart rounds which are very weak in Clear Sky for no reason. I have compensated them slightly with improved pistols and pistol ammo as well as better grenades. Will consider more changes there either way.
[N7] 28 Jul @ 3:15am 
мастера "Свободы" слишком часто спавнятся с пулеметами , в то время как "Долг" зачастую использует либо натовское оружие либо бесполезные в войне группировок дробовики