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

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

Clear Sky Global NPC Rebalance
26 Comments
[GND] Charcharo  [author] 18 Sep @ 8:33am 
@DRago_28
Please do tell me if you encounter an issue, I will try to resolve it.
Drago_28 18 Sep @ 8:16am 
i appreciate you taking your time to test mods out thank you!
[GND] Charcharo  [author] 18 Sep @ 7:19am 
@Drago_28
I tried it for a bit. I did not really play too much but it worked and was stable. One thing I did notice is that some of the changes I made to allow custom weapons to show attachments when used by NPCs (example is AK74_up being able to show the grenade launcher when used by an NPC) are null now. I suspect same for the ammo and weapon changes I made to keep it more balanced.

Still, the rest of the mod seems to work fine. So it wont impact your gameplay much. The vast majority of NPC changes will still work bar only a few.
[GND] Charcharo  [author] 17 Sep @ 3:21pm 
@Drago_28
I admit I have not test it. Can you ask me which mod I should test to see if it all works?
Drago_28 17 Sep @ 1:15pm 
hello a quick question is the mod compatiable with workshop mods that change weapon animations?
[GND] Charcharo  [author] 16 Sep @ 10:49am 
Works just fine with 1.3!

Will update it slightly once again on the 30th of September.
[GND] Charcharo  [author] 24 Aug @ 8:37am 
@Mental Midget
Thank you! Do tell me if you find the culprit.
I havent changed anything texture wise though. Very odd.
Mental Midget 24 Aug @ 3:37am 
Hey, I tried just placing this mod at the bottom of my load order and it works fine now, so this was definitely a conflict on my end it's my bad. I have less than 20 mods and they're all texture replacers so I'm not sure what's up, I'll take some time to find the conflicts later and update you, thank you for the answers
standART  [author] 23 Aug @ 2:49am 
@Mental Midget Perhaps the problem may be in other mods; it has been tested by several people, and the game does not crash with this mod and new game start
[GND] Charcharo  [author] 22 Aug @ 11:22am 
@Mental Midget
Hello
Did you start a new saved game? It is not this specific mod, its either that or conflicts with a different mod.
Mental Midget 22 Aug @ 7:15am 
Hey, I get a CTD at the "optimizing" stage of creating a new game when your mod is enabled
Mental Midget 22 Aug @ 1:02am 
Thanks mate :ccThumbsUp:
[GND] Charcharo  [author] 20 Aug @ 10:56pm 
Hello everyone
Patch is not on the horizon. So... yeah. Will push update for tomorrow.

Fixes in new update:
Cordon Machinegunner uses same stats as normal PKMs.
Dart and Slug rounds massively improved.
Fixed visual bugs in some upgraded weapons and attachments.

Massive overhaul of the Faction Spawns. Every faction has been tweaked.

Unfortunately a new game will be needed.
[GND] Charcharo  [author] 6 Aug @ 5:03am 
Hello everyone,
Version 2.0 will launch soon. The new patch for EE will come out soon I think. So on the next day I will launch V2.

Do note that it will unfortunately require a new game to work. It also has changes to the weapons too. Nothing major, but re-balances to some ammunition types, major buffs to Slug and Dart rounds, fixes to some model bugs for upgraded NPC weapons, and minor adjustments to effective ranges on shotguns and some pistols.
The mounted MGs now have the same stats as NPC and player held PKMs too. Which will make them weaker, but still very dangerous.
Valeria 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.
Valeria 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.
[Shepard] 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.
[Shepard] 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
[GND] Charcharo  [author] 26 Jul @ 2:28pm 
Please report bugs or issues or if you think something does not make much sense with this mod installed. Thank you!