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Stalker Downloads > Clear Sky > Mods > Singleplayer:
Random Weapons for Clear Sky (RC 1.1)
Filename: random_weapons_csky_rc1.1.zip

Date Added:
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29.3 KB
RC 1.1
Clear Sky > Mods > Singleplayer

Average User Rating: 8
Number of Votes: 1
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Latest 5 Clear Sky > Mods > Singleplayer:
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4 Other Files by BobBQ:
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Random Weapons for Clear Sky (RC 1.1) - File Description  

A small mod which randomizes NPC weapon loadouts, inspired by the random weapons mod created for Shadow of Chernobyl by ThomasGideon.

Random Weapons for Clear Sky (RC 1.1) - File Download Options  

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Random Weapons for Clear Sky (RC 1.1) - Readme  
Readme File:
Random Weapons - a small mod for S.T.A.L.K.E.R.: Clear Sky

RC1.1 by BobBQ (05/02/2009)

Back in mid-2007 a fellow named ThomasGideon released a random weapons mod for S.T.A.L.K.E.R.: Shadow of Chernobyl. I found it greatly enhanced replay value and have been using it ever since. Sadly, the author abandoned the mod and so far as I know no such mod exists for Clear Sky - so I wrote my own.

What it does:

Each NPC will now spawn with a random set of weapons, including at least one pistol. Selections depend on NPC rank, and the Duty, Freedom and military factions have their own weapon sets, as do snipers and machine gunners. Zombies may be encountered carrying any weapon found in the game. NPCs originally configured to spawn with upgraded weapons will still have them, alongside the random set.


If you have no other mods installed, open fsgame.ltx and change this:

$game_data$ = false| true| $fs_root$| gamedata

To this:

$game_data$ = true| true| $fs_root$| gamedata

Then simply drop the mod gamedata folder into the game root directory.

If you have other mods installed already, you will need to check each file and merge them as needed. You will also need to start a new game for full effect.

This mod was developed using patch 1.5.08 and tested on 1.5.09 and though I have not tested it on any other versions of the game, it *should* work just fine with them.

Known issues:

-NPCs are not always very smart about choosing weapons, especially weapons in the same class - thus you may see a stalker obstinately clinging to his AKS-74U after you sold him a perfectly good LR-300.

-When killed, an NPC with multiple weapons will drop only the ones currently in the main and secondary slots: if he has a rifle and a shotgun, only whichever one is in his hands at death will be dropped. Any weapons listed under the [keep_items] section of death_generic.ltx will be kept regardless of whether or not they are equipped.

Version history:

-RC1: initial release

-RC1.1: minor tweaking, updated host files to 1.5.09 versions

To do:

Playtesting, lots of playtesting.


Feel free to use this in mod compilations so long as credit is given where due.

Thanks to:

GSC Game World, for obvious reasons.

ThomasGideon for the original concept and SoC version.

Dartz of the Zone Survival Guide and everyone at the the GSC forums for being who they are.

And as always, irradiated comrades everywhere.

Random Weapons for Clear Sky (RC 1.1) - User Comments  
The following comments are owned by the user that posted them. StalkerFiles is not responsible for their content.

Total comments: 3 | Last comment: 05-06-2009 at 12:14

 #1 - 05-05-2009 at 05:06
Joined: November 10th, 2007
Posts: 118
To the author, nice job, but while modding I realized that you had granted a prisoner (on the army side, in escape, so it's probably the general K-thing, called "zak" in the xml file) some weapons. You should fix that, unless I'm mistaken.

Again, thanks for this nice mod smile

 #2 - 05-06-2009 at 10:45
Joined: October 15th, 2008
Posts: 5
Oops, you're right. I'll have to roll out another update once I get a little more testing in.

 #3 - 05-06-2009 at 12:14
Joined: November 10th, 2007
Posts: 118
Oh man, actually, you have *many* newly armed characters wink

Myself I've been doing some furious modding in the past few days so I can't remember which ones I've had to fix...

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