Folk hodgepodge in S.T.A.L.K.E.R is a global modification that contains many different complementary branches of plot development, characters, weapons, etc.

"People's Solyanka" is an addition to the "Shadow of Chernobyl" part, and in order for the game to install, you first need to remove other installed modifications to this part of S.T.A.L.K.E.R.

System requirements for the game are as follows: OS - Windows 98, ME, 2000, XP, VISTA, 7; the processor is not worse than Intel Pentium IV 2.0 GHz, the memory must be at least 1 GB, the video card must be NVidia GeForce 7900 or ATI Radeon X1950, and the hard disk must have at least 10 GB free.

One of the moments in Stalker

Folk hodgepodge S.T.A.L.K.E.R: plot

The whole plot is formed by various modifications of different authors. There are also things, items, features that were previously in other additions - this mod is convenient because you do not need to look for the desired updates separately. All of them are collected in Narodnaya hodgepodge.

The plot has undergone many changes - it has been expanded, new missions have been added and several parallel plots have branched out. Immediately, when the main original story of the game ends, the quests of the "People's Solyanka" begin.

2006 is the year of the Second catastrophe, which was even worse in scale than Chernobyl. It represented a considerable danger to the entire population of the Earth, and the territory of its defeat grew more and more every year. 2012 is the time of events in Narodnaya Solyanka. Now the Zone is even more terrible - many anomalies of unknown origin, new dangerous opponents and faithful friends. However, the worst is stored in the very heart of the Zone, and not everyone will be able to get there.

Enemies, marauding gangs, dangerous artifacts with unknown power will meet on your difficult path, but you have to overcome everything to prove that you are the hero of S.T.A.L.K.E.R.


The zone, as usual, scares with its secrets

Modifications that more affect the plot of the "People's Solyanka":

  • AMK 1.4.1. One of the largest mods in the Stalker "People's Solyanka". Includes news, which are now dynamic, also an offline system. Anomalies thanks to this mod are constantly changing their location, they can occur in any part of the Zone. For assault weapons, the balance settings have been completely changed. The caches are filled with unknown things. There are also new creatures, creatures, new weapons. Also, now your character can become an alcoholic - so don't overdo it with the amount of alcohol you drink. This state of intoxication is displayed on the skills and abilities of the Bullseye. Also, unpredictable emissions have been added to the game, from which you need to have time to hide.
  • NLC, which complicates the passage of the Zone several times. This mod contains many updates that only create unnecessary barriers for your hero. However, along with this there is a new inventory, new weapons and a number of new quests.
  • New storyline. Author - Dan. There are several storylines that develop in parallel: this is the expedition that disappeared, and you have to find it, this is the process of searching for the Ghost, as well as others.
  • As well as a number of mods from the author of Bones, which include many locations, a manual Teleport for finding caches, etc.

Successful completion of the Stalker Folk Solyanka includes the passage of many quests that greatly expand the main plot. There are more than 30 of them in the game. Also added:

  • 30 new locations where you can meet new quests and characters, as well as come face to face with dangers;
  • 14 classes of creatures such as Zombie, Burer, etc.
  • Many new gangs ("Avengers", Hunters, Loners, Mercenaries, Merchants, Bandits, Military, Monolith, Last Day, Duty, Freedom, Clear Sky);
  • New weapon;
  • New caches, weapons, anomalies, etc.


Participate in missions in the "Zone" - earn bonuses

Stalker Folk hodgepodge: characters

Passage Stalker Folk hodgepodge provides you with an acquaintance with new characters and meetings with old friends. We will consider only those that you will see for the first time. They appear in different storylines. IN Cordon and Cave:

  • The doctor is one of the important characters, although he does not play any special role in the plot. Get him medicine.
  • Miner - will help you find a way out of the cave. He will also give you medicine.
  • Petruha - will give Artmod.
  • Dan is an important character for the New Plot. Provides many assignments.
  • Captain Kuznetsov - will help in many moments, he can also exchange something for items that are valuable to you.
  • Akim is a new merchant.

Stalker Narodnaya Solyanka Dump prepared a meeting with the characters:

  • Artem Kulinar is a food merchant.
  • Raven is a weapons dealer.

Agroprom:

  • Adrenaline is a Fashion costume vendor and also a quest provider for you.
  • The mole is the commander of the neutrally minded.
  • Ensign Sherstyuk - you can buy a lot of useful things from him, including weapons.
  • Arkhara and his group are your helpers.

swamps:

  • Kalmyk - will give a healing ointment.
  • Sviblov is the owner of unique weapons that he will give you for completing some tasks.
  • Kholodov is a bartender with quests for you.

IN Warehouses:

  • Matvey Medved - will direct you to new tasks and the right characters.
  • Miser - repairs things.
  • Max - will change your armor, ammo.
  • Yakut is a relative of Arkhara, he is one of the active creators of the New Plot.
  • Cap - gives a new flamethrower.

IN Radar you will meet Syaka - his quests will be difficult and will open a new storyline.

S.T.A.L.K.E.R folk hodgepodge: new weapon

Among other additions, your character - Bullseye received a huge selection of new weapons. Now he can use many types of knives, got new explosive devices such as mines (they added three pieces, also grenades) and a huge number of firearms (122 pieces). Each of them received its unofficial name:

  • Automatic machines "Ghost", "Night", "Taktik", "Whirlwind", "Zastava" and others.
  • New assault rifles have been added: Enfield L85A2, L86A1, L86A2 LSW, M4A1 Modded, M4 Compact, M-14, different types of Steyr ,FN, Heckler-Koch and several sniper rifles.
  • Now you can always have one of the pistols with you, of which there are also many: different types of Beretta, Glock, Walther, etc. You can also hit the target with the help of the Award, Army, Bagheera, Pernach or Steppe Eagle. Or you can shoot from one of the machine guns or submachine guns, which have also been added in considerable numbers.
  • During the passage of the quests "Stalker "People's Solyanka", you will be able to purchase or remove new shotguns from corpses, such as sniper, curtain, predator, etc.
  • Bumblebee and Needle - two new grenade launchers.
  • There are also weapons that are not found anywhere else - this is the Flame, Gaus M72-G2, Mossin rifle, Gaus-SPAS.

Results

Stalker Narodnaya hodgepodge has a number of disadvantages:

  • Although the requirements are not particularly high, Stalker Narodnaya hodgepodge will not work on every PC.
  • Lots of bugs. Also, the game often crashes and does not load.
  • Errors in the text component Stalker Folk hodgepodge. Dialogues, descriptions of tasks - all this was written by people who did not really worry about their grammar.
  • Some locations are very difficult, so not everyone can pass them.
  • Graphics optimization is not very good, so there are frequent errors in this component.

However, despite this, Folk hodgepodge- very good modification for S.T.A.L.K.E.R. Install and you will be able to appreciate the scope of quests and new plot games.

"People's hodgepodge" from 04/19/2010 for S.T.A.L.K.E.R. Shadows of Chernobyl" + addition 08/14/2010

Short description


30 locations
Cordon, Swamps, Landfill, Dark Valley, Forgotten Forest, Unexplored Land, Research Institute Agroprom, Bar, Wild Territory, Amber, Military Warehouses, Radar, Pripyat, Chernobyl1, Chernobyl2, ATP, Red Forest, Limansk, Hospital, Old Village, Generators + dungeons of Research Institute Agroprom, laboratories X18, X16, X10, warlab, cave, labyrinth, Sarcophagus, Monolith control bunker, Dead city + 3 locations from ZP (Zaton, Jupiter, Pripyat)
- 14 types of mutants + mutants
Blind dog, pseudo-dog, pseudo-flesh, pseudo-giant, jerboa, rat, bloodsucker, swamp bloodsucker, chimera, electrochimera, transparent chimera, controller, kink, poltergeist, fire poltergeist, burer, librarian (from Metro 2033)
- 13 factions
Loners, military, mercenaries, bandits, environmentalists, Duty, Freedom, Monolith, Clear Sky, hunters, avengers, representatives of the O-consciousness + merchants and repairmen (there are even rumors about the presence of women in the Zone), the most mysterious group "The Last Day".
....And
- 45 artifacts
- a huge number of weapons
from fists and knives to heavy machine guns and grenade launchers.
- a large number of armored suits with the possibility of their upgrade
- 5 types of detectors
- 15 anomalies
- 4 mobile teleporters
- 9 unique quest caches
- a huge number of quests

Installation order


1.Stalker Shadow of Chernobyl 1.004
2.Narodnaya Solyanka 04/19/2010
3.Addition 08/14/2010
4.Patch dated 08/20/2010
5. Patch dated 3.09.2010
6.Replacing xrGame.dll in the bin folder
7.Adaptation for widescreen (if necessary)
8. Adaptation for patch 1.005-1.006 (if necessary)

Download


Alternative - "All in one" - installer from tor62:


Adaptation for widescreen


Download - http://webfile.ru/4728129
Installation of adaptation
1. To determine the aspect ratio of your monitor, divide the width of the resolution by its height. If the result is 1.6, then 16x10 (1680/1050=1.6). If 1. then 16x9 (1280/720=1.777777...)
2. Now open the downloaded archive, go to the folder with the permission you need and copy gamedata from there to the folder with the game, we agree to replace the files.
3. In the Bioradar and Inventory folders there are optional adaptation settings - readme in the corresponding folders will help you.

Fix icons for weak video cards


Folk hodgepodge from 04/19/2010 in parts


Update as of August 14, 2010 in parts


For music lovers - filling music flash drives


The most common crashes and how to treat them:


All sorties are divided into random (random) and critical. Random crashes happen to everyone and always. If after restarting the game in a similar game situation the crash is not repeated - play on, there is no point in discussing such crashes in the topic. Only critical missions are discussed, i.e. those that are constantly repeated in one game situation and not because of them it is impossible to continue the game further.
After a crash or after a "dead" freeze of the game, the LOG file almost always remains, which contains information about the reason for the crash, this file is located at: XP - Documents and Settings/All Users /Documents/STALKER-SHOC/logs.
IN Vista/Win7 - Users/Public/Documents/STALKER-SHOC/logs.
The most important lines are below FATAL ERROR
An alternative way to see the log is to open notepad right after the crash and press CTRL+V.
Sometimes the LOG file is not saved (empty), then you need to describe in detail the situation, under what conditions the crash occurred.
Now the logs themselves:
Crashes without a log are usually the result of too high graphics settings or incorrect installation of the mod. Sometimes this is due to the installation of add-ons from other authors.
1.Description: Invalid vertex for object
Arguments: wpn_lr30033098

Instead of the specified type and number of weapons wpn_lr30033098, there can be any others (wpn_lr300хххх or wpn_ak74ххх, etc.).
You can try to fix the crash as follows (not a fact that will help, similar crashes may start, only with different weapons, but the same substitution desired trunk in the actor update, you can try to get rid of it):
in gamedata/scripts, open bind_stalker.script file and below line
--[]
We insert instead of "хххххх" the trunk from our log, observing quotes, commas, spaces, then uncomment the function: remove --[[ before local bad_object_names and ]]
after end

2.Arguments: LUA error: f:&&𐄸games&& jos.t.a.l.k.e.r&& masterygamedata&& masteryscripts&& mastery_g.script:1121: bad argument #2 to &裟format&裟 (string expected, got no value)
This crash is forced when the game detects a critical error. Why?
The reason is 1-2 lines higher in the log.
Most often - save file is corrupt. This means that the save is corrupted and it is not worth continuing to produce dead saves - that's why we cause a crash.
There are two options for solving this problem:
1. Probably the most correct one, delete the last save and boot from the last one available.
2.You can temporarily comment out the line string.format("%s"). To do this, you need to find the following lines in gamedata&& expansivescripts&& expansive_g.script:
Quote
-- Crash the game (after displaying an error message in the log)
function abort(fmt, ...)
local reason = (...==nil and fmt) or string.format(fmt, ...)
assert("ERROR: " .. reason)
get_console():execute("load ~~~ " .. reason)
get_console():execute("flush")
-- string.format("%s")
end
After passing through the problem area, be sure to uncomment the line!

3.Description: dBodyStateValide(B)
it's because of the controller:
in gamedata&& expanded config&& expanded creations&& expanded m_controller.ltx
line:
Max_Controlled_Count = 10;4
do:
Max_Controlled_Count = 0
After the massacre of the controller, it will be saved and return to its previous value.

Some item (art, weapon) does not fit into the slot. It is necessary to determine the resolution of the monitor and set the appropriate adaptation.

6.Arguments: LUA error: ...shing&& masterys.t.a.l.k.e.r&& masterygamedata&& masteryscripts&& mastery rx_facer.script:214: C stack overflow
Description: Can&裟t write mem block to file. Disk maybe full.
Stack overflow and disk overflow. Do not forget to restart the game every 1.5-2 hours.

7.Arguments: Can&裟t open section &裟ххххххх&裟
Incorrect (curve) installation.

8.Description: any vertex in patrol path inaccessible for object
To treat such flights (any vertex in patrol path), we do the following, load the save before entering the location where the flight occurred, wait for the ejection and after it we go where we need to. Or delete it in the same way as we deleted the buggy trunk.

9.Arguments: LUA error: ...shing&& specialtys.t.a.l.k.e.r&&𐄸gamedata&& masteryscripts&& masteryxr_logic.script:1318: attempt to call field &裟?&裟 (a nil value)
Instead of numbers 1318, there can be any others.
The reason for the departure is the "hung" logic of the actions of some of the characters (outwardly, he stands motionless and "freezes").
This crash is cured by killing the hung character or by replaying from any early save. It is strongly not recommended to try to save in places located near such "hanging" characters.

10.Description: graph doesn&裟t correspond to the AI-map
Error due to incorrect graph points. It is extremely rare in pure Solyanka - try replaying from an early save, try rearranging Solyanka, make sure that the downloaded archives are not broken, do not install third-party addons, especially where all.spawn was correct.

11.Description: Specified story object is already in the Story registry!
Usually, the crash occurs when moving between locations. Load the penultimate save (save before moving to the location where it started to fly out with Specified story object is...), wait for the ejection and then go where you need.

12. Crash without a FATAL ERROR line of this kind (the numbers in square brackets are different for each):
* : crt heap, process heap, game lua, engine lua, render
* : economy: strings, smem
A characteristic feature is that the last lines in the log begin with * :
The crash is related to incorrect access to the forum engine, there are no ways to deal with it. As a rule, the crash is not critical, replaying from an early save helps, sometimes you need to replay from a save taken from the previous location (before entering the location where the crash occurred. Some Stalkers were helped by replaying a "difficult" moment in a different sequence, for example - go and perform another task first, and then return to the execution of the one on which the flights took place.

13. Crashes associated with lack of memory, such as
Arguments: Out of memory. memory request:
These crashes are most often associated with high video settings. Reducing the settings (deteriorating the quality of the picture) almost always allows, if not completely removing the crashes, then greatly reducing their number.
It is also strongly recommended to restart it completely every 1.5-2 hours of the game.

Screenshots



Mini F.A.Q. from Buusty


The Mini FAQ does not replace the GUI or duplicate it, but since few people want to look for answers to their questions there, in the Mini FAQ we will answer the most common questions / problems that users of this topic have
There are a lot of quest items in Solyanka, without which it is not possible to turn in any quest, so the whole storyline hangs. There are several reasons for the loss / loss of a quest item -
1. Failed under the textures after using grenades.
2. I didn’t immediately go to complete the quest, but put it off “for later” - they picked up the NPCs that died and they were removed by the “corpse cleaner”.
3. Disappeared from the backpack during the robbery of the GG, and there is no way to return it.
4. The quest character does not appear, from whom you need to take / take away the item. Well, etc.
To get the item you need (for completing the quest), the easiest way is to register it for sale.
Consider the example of Sidorovich.
All merchant files are located in the folders gamedata\config\misc\shop_merchant_nickname, in the case of Sidorovich, this is the folder gamedata\config\misc\shop_sidr
sidr_supl.ltx - this indicates the number of items that appear when opening the trade dialog and the probability of their occurrence
sidr_trade.ltx - here the range of fluctuation in the price of an item is indicated when the dialog is opened
I strongly recommend making backup copies of edited files so that you can roll back if you make a mistake somewhere.
Each merchant file has one or more sections that define the merchant's inventory before or after a certain game event. Section names are enclosed in square brackets . Sidorovich has 2 sections
[…_start] - assortment at the start of the game
[…_after_fabric] - assortment after bringing the flash drive of Nimble
Accordingly, you need to add items to the section that matches your storyline in Game. You can add it to all sections at once - it will not get worse.
To add an item, below the section name, add a line like this:
item name number1, number2
In the sidr_supl.ltx file:
number1 - number of items
number2 - the probability of their occurrence (from 0 to 1, a multiple of 0.1)
In the file sidr_trade.ltx:
number1 - minimum price coefficient
number2 - maximum price coefficient
When opening the dialog, the price of the item will be random, equal to the "real price" * by a random number in the range from the minimum to the maximum coefficient. The coefficient can be less than or greater than 1. In the sidr_trade.ltx file, you need to check in the appropriate section if "your" item is marked;NO TRADE . If there is, then delete this line.
Example: to add 5 Medusa artifacts to the sale at a price from 0.1 to 0.5 of the real price, you need to:
1. to the file sidr_supl.ltx
after the line
add the line af_medusa 5, 1
2. to the file sidr_trade.ltx
after the line
add the line af_medusa 0.1, 0.5
3. delete the line af_medusa ;NO TRADE
We save the files, load the game and go to buy artifacts from Sidor.

List of quest and unique items
PDA and flash drives

PDA, flash drives
kostya_pda, kostya_pda2 ... kostya_pda9 - pda for Kostya (9 pieces)
kruglov_flash
bar_tiran_pda PDA Tirana
voen_pda, bandranen_pda, fraer_pda PDA on the quest of the mercenary Andrey
ara_flash Ara's mercenary flash drive
siv_pda PDA of the mercenary Gray
device_pda_npc PDAs needed for Den
gonets_flash_desc messenger Kalinin's flash drive
item_delete1 PDA to disable the teleport in the Agro subway
sysh_flash flash drive Sych
nauch_flash flash drive of scientists from X18
sniper_flash flash drive of the Beast from the Wild Territory
esc_wounded_flash
val_key_to_underground Borov's key from X18
bar_tiran_pda PDA Tirana
pda_krysyka PDA Krysyuk
agroprom_pda PDA Krota
und_pda PDA by Max Luber
rad_pda PDA Monolith with artmod
strelok_pda PDA Strelka
scaintist_pda PDA of a scientist from Pripyat for Bartender
bar_lucky_pda Bolt's PDA
bar_ecolog_flash flash drive Kruglov
pda_priz PDA Ghost
bland_flash
crazy_flash flash drive Psycho (crazy)
mil_svoboda_leader_pda PDA Lukasz
cit_doctors_key Doctor's key to the cache in Pripyat
pda_vasilyev PDA Vasilyev
pda_francuz French PDA
pda_info Broken PDA for Akim
pda_art_mod PDA for cooking artifacts from the Psy-rays mod

Documentation

old_doc_3_1, old_doc_3_2, old_doc_3_3, old_doc_3_4 Third part of documents
amk_zapiska document for obtaining the transfer from Agroprom to Kordon
arhara_listok note Arrow
lab_x16_documents documents from X16
kostya_documents "Teleport" document from Kostya's cache in X16
new_prizrak_document1 ... new_prizrak_document3 Phantom diaries
plan_document plan of the bunker on the Radar for the quest about the missing expedition
voen_document note of the military (Andrey)
sysh_document Owl's note
new_document_sniper document of the Beast from Cordon
pri_decoder_documents documents from Pripyat written by Strelok
rad_document7 - military commander's orders for half a year
scaintist_docs documents of scientists, according to the 1st Borov's quest)
lab_x10_documents documents from X10
sak_book1 ... sak_book3 books for Sakharov from 3 laboratories
mono_note Monolith's notepad
mono_dead_doc documents of a dead monolith (map for Cat)

Miscellaneous items

arhara_tele Monolith teleporter
detector_elite_john - Hologram detector,
bioradar
mattress sleeping bag
doc_medal Doctor's medallion
meceniy_outfit_new camouflaged exoskeleton
new_book_prizrak Ghost's diary
new_book Arkhara's notebook
stukach_book Pavlik's notebook
sak_book4 Doctor's diary
quest_case_01 suitcase with documents from Checkpoint on Kordon
book_xabarych miner's book
flyga - Petrenko's flask
microshema chip for lanky
arhara_obman manual teleport Arrow
termos_small small thermos
termos_big big thermos
kuvalda, kluch, otvertka tools for Sidorovich
tisku_arhara - screw vice
kubik - Rubik's Cube
fonarik - a flashlight for a miner
shaxter_tele - miner's medicine
snotvornoe_tele - doctor's sleeping pill
disk_adren - disk for Adrenaline
kostya_af_gold_fish - goldfish for Kostya
good_psy_helmet customized psi helmet
bad_psy_helmet not configured psi helmet
dynamite Lukasz's dynamite
hunters_toz Toz hunter in the bar
case_freeman
gorelka, manometr, trubka Flamethrower spare parts
vorona_egg crow egg
lekarstvo medicine for Akim
mozg controller brain
bezoar Bezoar
amk_ballon gas cylinder
amk_kanistra gasoline canister
antizombie
accumulator battery
sumka_arhara Sakharov's bag
inventory_new_box box with swag for Yakut
computer_new computer from X18 for Kruglov
notebook_new Arkhara's notebook
notebook notebook with data from X18 for Fan
diplomat diplomat with documents from X16 for Fan
computer system manager from Pripyat for Fan
inventory_sakbox_01 ammo crate
inventory_sakbox_02 Sak toolbox
inventory_sakbox_03 Sakbox safe
inventory_sakbox_04 metal box
inventory_sakbox_05 highest security container in Hog's 1st quest)
playboy playboy subscription for Max (from Kruglov)
playboy1 ... playboy11 variants of the various Playboy magazines found in the Zone. Dolgovets needs the 10th option
sak_plan bag with a plan for the Miser
quest_case_02 case with military documents
quest_case_05 case with scientists' documents
quest_case_06 case with military documents
quest_manycase_01 case with money
decoder1 decoder for Kruglov from X16
sak_reiver radio station for Wolf
sak_resiver_yantar monitoring blocks issued by Sakharov
decoder from a hotel in Pripyat

Money Silver ruble
money1 Gold coins
money2 Silver ruble
money3 Silver ruble
arhara_instruk Instructions for the costume
malyva Notebook with a note for Borov
pribor Computer with antenna
3d_raziy Videocasting
telefon Mobile radio
Serum
kod_kamera Watchman's notepad
soap soap
amulet Amulet
repairnyi_box Repair box
shkatulka casket
arhara_seif Mini safe for Miner
kluch_dell_teleport Teleport deactivator
kluch_dell_teleport1 Teleport deactivator
kluch_dell_teleport2 Teleport deactivator
parcel
box_with_weapon
tabletki_1 Tablets
tabletki_2 Tablets
tabletki_3 Tablets
syringe
akkumulytor Accumulator for NZ quests
Britva Razor
starik_chasy Gold watch
land_disketka Floppy disk
kolba_empty empty flask
kolba_siniy_poln Reagent flask
kolba_orand_fuln Flask with reagent
ekza_akkumul power supply
elek_plata Payment (electronic)
kluk_karta Map of the Fang
kluk_karta_kopiy A copy of the Fang's map
trupak controller's corpse
sidor_head Effigy of Sidorovich's head
perfuzor_pust Perfuzor with empty flasks
perfuzor_fuln Perfuzor with full flasks
kukla_1 old doll
timer clock for hood mini map
naem_bloknot Bonecrusher Mercenary Notebook
amul_naemn mercenary signet
pseudopechatka mercenary signet
kluch_dell_teleport_warlab warlab teleport deactivator
stuffed pseudo-dog
disk_pantera Panther disk
bullion_gild Lukasz gold ingot
device_teleport one-time teleport Bones
science_teleport, science_teleport2, science_teleport3 teleports from Sakharov

Wpn_m_134 minigun
wpn_awm_new modified needle gun
klyak_forest_doc Document from the Red Forest
rukzak_green Hunter Backpack
nebo_clear anomaly annihilator
case_nebo courier Sviblov's case
lekar_kalmyak Medicine for Kalmyk
muffler radio frequency suppressor
televizor tv
maz ointment Kalmyk
box_kalmyak container for Kalmyk
fly agaric
cigarette cigarette
hand_teleporter Hand teleporter from the Cross
hand_teleporter_arhara Faulty hand teleporter
doc_1 System for activating SCAT 15 modules
doc_8 Upgrader block 1
battery
doc_10 Upgrader block 2
foto_kontroller_yazva Photo of the anomalous controller

Broniks

Broniks in a hodgepodge
novice_outfit - novice outfit
bandit_outfit - beginner bandit outfit
killer_outfit - mercenary outfit
monolith_outfit - monolith suit
specops_outfit - military special forces outfit
military_outfit - army armor suit SKAT-9M
militaryspec_outfit - army armor suit SKAT-10
stalker_guard_outfit - Bar guard outfit
stalker_outfit - neutral stalker outfit
stalker_outfit_v1(v2, v3) - stalker overalls "veteran-1 (2, 3)"
scientific_outfit - scientific suit of the neutral stalker "Seva"
svoboda_light_outfit - light suit of freedom
svoboda_heavy_outfit - heavy freedom suit
dolg_outfit - regular duty outfit
dolg_scientific_outfit - scientific suit of duty
ecolog_outfit - regular scientist outfit
protection_outfit - reinforced scientist suit
exo_outfit - neutral stalker exoskeleton
killer_blue_exoskeleton - mercenary exoskeleton
dolg_black_exoskeleton - exoskeleton of duty
svoboda_exoskeleton - freedom exoskeleton
monolith_exoskeleton - monolith exoskeleton
exo_bandit_outfit - bandit exoskeleton
nebo_exo_outfit - clear sky exoskeleton
exo_mil_exoskeleton - new exoskeleton, SKAT15-M prototype
broken_exoskeleton - broken exoskeleton
freedom_scientific_outfit - scientific freedom outfit
merc_scientific_outfit - mercenary scientific outfit
monolith_scientific_outfit - monolith scientific outfit
scientist_suit_white - white monolith scientist
monolith_black_outfit - monolith black suit
monolit_black_outfit_plus - improved monolith black suit
bandit_master_outfit - bandit master's cloak
outfit_soldier_m1 - army body armor
bandit_veteran_outfit - veteran bandit cloak
soldier_outfit - gravity suit
nano_outfit - Nanoprotective suit - It is not used in Solyanka (it will be available in the addon from the stalker dimak)
meceniy_outfit_new - camouflage exoskeleton
fire_outfit - firefighter outfit
psih_outfit - psychiatrist's cloak
hunter_novice_outfit - hunter outfit-5
hunter4_novice_outfit - hunter-4 outfit
hunter3_novice_outfit - hunter-3 outfit
hunter1_novice_outfit - hunter-1 outfit
strelok_outfit - Strelok outfit
nebo_light_outfit - clear sky light suit
nebo_heavy_outfit - heavy suit of clear sky
nebo_scientific_outfit - clear sky scientific outfit
outfit_novice_m1 - anomalous novice jacket
outfit_bandit_m1 - tight bandit outfit
bandit_master_outfit_m1 - bandit cloak of increased endurance
outfit_dolg_m1 - hunting suit of duty
outfit_killer_m1 - reinforced mercenary overalls
outfit_specnaz_m1 - modified army armor suit (healing beryl)
outfit_stalker_m1 - ghost stalker overalls
outfit_stalker_m2 - tourist overalls (experienced)
stalker_outfit_m3 - Strelka overalls
outfit_svoboda_m1 - modified liberty jumpsuit
outfit_exo_m1 - modified exoskeleton
novice_outfit_new1(2) - leather jacket
novice_outfit_rain1(2) - leather raincoat
neytral_gaz_outfit_v1(v2,v3) - improved overalls "veteran-1(2,3)" with a gas mask
neytral_exo_antigas_outfit - Mk.1 exoskeleton

Anticipating the question "Which is the best?" - I will say, the taste and color ... But still ...
For those who prefer closed-loop suits, this is definitely a scientific
the clear sky suit is an excellent protection against anomalies, radiation and psi-radiation. Also the best protection, among suits of this class, from small arms and teeth / claws of mutants. Unfortunately, it is not sold anywhere and has not been found in hiding places, you can get it only by removing it from a dead purebred (do not rush to intervene in the dismantling of snorks and Clear Sky fighters on the "Fishing Farm"))) You can upgrade from Vasily and Syak.
Not bad protection indicators for the "white scientist of the monolith" (in two indicators - chemical protection and refractory properties - it even surpasses the Chistinebov overalls). You can find it in a cache on the Radar. Upgrade Syak.
For those who "do not breathe evenly" to exoskeletons, this is an ex, again, of a clear sky. Lightweight, durable, excellent radiation protection. The only "fly in the ointment" from the authors - you can not run in it. But we'll fix it. We follow the path gamedata&& expandableconfig&& expandablemisc&& expandableoutfit.ltx find (almost at the very end) the clear sky exoskeleton and lines in it
sprint_allowed = false change false to true and run as long as the breather is enough (although they should run away from you in such clothes!))) You can find it in a cache on the Generators. Vasily from "Clear Sky" should upgrade (I did not check it myself).
"Plyushkin", most likely, will like the exoskeleton of bandits. Carrying weight 180kg. Protection indicators are average. Getting this "marauder's dream" is not difficult. It is enough to go to the ATP and crumble the brothers there - 3-4 used ear copies are guaranteed to you. Upgrade Lanky in the Bar.
And, of course, the most "fashionable" and fancy is the new exoskeleton, the SKAT15-M prototype. After the upgrade, it becomes a really real protection for its owner both from gunshot damage, and from all types of anomalies and radiation. To get it, you need to complete, almost all, Akim's tasks. We improve the exa ourselves, but you will have to run for the upgrade blocks. The only inconvenience is that in order to run in this "wonder suit", you need to have some stock of "Black Energy" in your backpack. Fortunately, this goodness is enough for almost all locations and Sakharov has it on sale.
You can’t write about all the costumes, incl. here were briefly described, in my opinion, the most interesting armor.
But, the choice is yours!

Weapon

Weapons in Solyanka
Pistols
wpn_Raging_Bull - Colt Python Revolver
wpn_hpsa - Browning pistol HP-SA
wpn_pm - Makarov PM pistol
wpn_pb - PB silent pistol, used by special units
wpn_walther - P99 pistol "Walther"
wpn_ups - Pistol XK USP Compact caliber 45 AKP
wpn_fort - Ukrainian-made pistol "Fort-12"
wpn_colt1911 - Pistol Colt М1911А1
wpn_beretta - Pistol Beretta M92
wpn_desert_eagle - Israeli-made Desert Eagle Pistol
wpn_sig220 - SIG226 pistol caliber 45 AKP
wpn_aps_sk1 - Stechkin APS pistol, ability to shoot in bursts
wpn_gungauss - Gauss pistol

Submachine guns
wpn_mp5 - Submachine gun MP5A3 "Viper"
wpn_p90 - P90 submachine gun
wpn_ppsh41_sk2 - Shpagin PPSh-41 submachine gun
wpn_bizon - PP-19 "Bizon-2"
wpn_bizon1 - "Anomalous" PP-19 "Bizon-2"
wpn_kriss_super_v - Super Kriss V submachine gun, developed for special units
wpn_mp7 - MP7A3 submachine gun
wpn_uzi - Uzi submachine gun
wpn_scorpion - Czech-made submachine gun
wpn_mp5k - MP5A3 submachine gun with folding plastic stock and red dot sight

Automata
wpn_ak47 - Kalashnikov assault rifle AKS-47 model 1947
wpn_ak74 - AKS-74 Kalashnikov assault rifle
wpn_ak74u - AKS-74U Kalashnikov assault rifle
wpn_ak74_m1 - Rapid-fire AK-74 Strelka modified by Aahz
wpn_aks74m - Modification of the AKS-74 for the Airborne Forces. Wooden fittings are replaced with light ones made of polyamide. Has a built-in red dot sight"Cobra"
wpn_fn2000 - Belgian-made Automatic Grenade Launcher with a computerized sight-fire control module and a 40mm grenade launcher
wpn_fn2000_comp - FN2000 assault rifle with a computerized sight chambered for 5.45x39
wpn_lr300 - LR300 assault rifle
wpn_groza - Assault complex "Groza" OTs-14
wpn_l85 - L85A2 assault rifle
wpn_sig550 - SIG550 assault rifle
wpn_abakan - Nikonov AN-94 "Abakan" submachine gun
wpn_g36 - Heckler und Koch G36 German assault rifle G36
wpn_tavor - Tavor CTAR 21 short machine gun from Israel Military Industries
wpn_m4 - M4 carbine analogue of the M16A2 rifle only with a shortened barrel and forearm
wpn_val - Special assault rifle "VAL" for special assault units
wpn_famas_p3_sk1 - French assault rifle "Famas"
wpn_m16a2_sk1 - Assault carbine Colt "Commando"
wpn_m16a2_sk12 - "Anomalous" assault carbine Colt "Commando"
wpn_sg552_sk1 - SIG552 assault carbine

Rifles
wpn_svd - SVD Dragunov sniper rifle
wpn_svu - SVU shortened sniper rifle
wpn_m1891_30_scope - Mosin-Nagant rifle model 1891&& performance 1930, with optics
wpn_awm - Sniper rifle "Porcupine" ("Needle Thrower") for needle ammunition
wpn_b94 - Heavy self-loading large-caliber sniper rifle V-94 caliber 12.7x108 (in the Doctor's cache in Pripyat)
wpn_vintorez - Rifle Special Sniper VSS
wpn_gauss - Gauss rifle
wpn_gauss_krayzis - Modified Gauss rifle from Cryzis, reduced weight and wear, increased lethality
wpn_hk417_sk1 - HK417 tactical rifle chambered for 7.62x51
wpn_sr25_mk11_mod0_sk1 - Tactical rifle SR25 Mark11 Model 0 caliber 7.62x51

Shotguns
wpn_toz34 - Double-barreled over/under hunting rifle TOZ-34
wpn_toz34h - Superbly modified and balanced Toz-34 (Hunter), with a handy carved stock. Equipped with a non-removable optical sight
wpn_bm16 - Sawed-off shotgun BM-16
wpn_spas12 - Semi-automatic shotgun SPAS-12
wpn_wincheaster1300 - Winchester 1300 pump-action shotgun
wpn_saiga12c - Saiga-12K smoothbore carbine
wpn_m4super90 - American made shotgun. Has an integrated silencer and sighting device
wpn_protecta - "Bump" - a South African-made 12-gauge shotgun. The capacity of the drum magazine is 12 rounds. The "chipper" is equipped with a folding butt

machine guns
wpn_pkm - Modernized PKM Kalashnikov machine gun
wpn_mg42 - Maschinengewehr 42 - German captured machine gun from World War II. Developed by Metall und Lackierwarenfabrik Johannes Grossfuss AG in 1942. It is a further development of the MG-34 machine gun
wpn_m_134 - Manual version of the XM-134 minigun six-barreled machine gun chambered for 5.56x45 caliber. Exoskeleton and special batteries REQUIRED to use
wpn_xm8_para_sk2- light machine gun KhM8 "para" based on the KhM8 rifle

grenade launchers
wpn_rpg7 - RPG-7 anti-tank grenade launcher
wpn_rg6 - RG-6 "Bulldog" revolver grenade launcher
wpn_m79 - Single-shot grenade launcher for m209 grenade

hand grenades
grenade_f1 - F-1 defensive hand grenade
grenade_rgd5 - RGD-5 offensive hand grenade

Unique weapon
wpn_walther_wa2000 - Anomalous "Walther" Chernomor with a computer sight
wpn_fn2000_sniper - Sniper variant of the FN2000 assault rifle with a computerized sight ("Executioner" Akim)
wpn_gravigun - Gravity Gun
wpn_flame - AMK flamethrower of the Screw system
wpn_samopal - Homemade Electric Lock Pistol
wpn_crossbow - Lightweight Hunting Crossbow
wpn_vintorez_m1 - Nominal screw cutter "no wear", with 8x optics (the same one, according to Ivantsov's Playboy quest, in the safe at Agroprom)
wpn_abakan_m1 - AH-94 "sniper"
wpn_abakan_m2 - AH-94 "assault"
wpn_fort_m1 - Experimental Fort
wpn_mp5_m1 - Modified MP5 for caliber 9x18
wpn_mp5_m2 - Modified MP5 with built-in silencer
wpn_mp5sd - Modified MP5, Hog Viper, 80-round magazine, reduced wear
wpn_groza_m1 - OTs "Groza" for caliber 5.45mm
wpn_groza_m2 - Thunderstorm of General Voronin, chambered for NATO cartridge 5.56x45
wpn_groza_m3 - Laser Guided Thunderstorm
wpn_spas12_m1 - Hunter's Spas-12
wpn_winchester_m1 - Combat Winchester
wpn_l85_m1 - Balanced L85
wpn_l85_m2 - Lightweight rifle l85
wpn_lr300_m1 - Sniper version of the LR300 M1 rifle
wpn_svd_m1 - SVD "Trucker"
wpn_sig_m1 - SiG "assault"
wpn_sig_m2 - SiG "sniper", with fixed optics
wpn_dark_gauss - Ghost gauss, ability to shoot bursts
wpn_eagle_m1 - Big Ben, with built-in optics
wpn_colt_m1 - Modified colt colt1911, with built-in silencer
wpn_val_m1 - Modified Val, with non-removable optical sight
wpn_ak74u_m1 - Anomalous AK-74u with built-in silencer
wpn_g36_m1 - Modified G36 - G36 "Crystal", with increased lethality
wpn_svu_m1 -SVU "Kid", modification of the basic version - reduced weight and reduced recoil
wpn_beretta_m1 - The latest modification of the Beretta M9, ​​improved combat accuracy and lethality
wpn_rg6_m1 - RG-6 for NATO m209 grenade
wpn_walther_m1 - Walther for caliber 9x18
wpn_crossbow_m1 - Modified Norman's crossbow. More convenient optics have been installed, the initial speed of the arrow flight has been increased and wear has been reduced

Steel arms
wpn_crowbar - Crowbar
wpn_kolbasa - "Stale sausage"
wpn_fist - "Fists"
wpn_fist_m - "Fighting Gloves"
wpn_bat_a - Butterfly Knife Balisong
wpn_bat_b - "Gangster Butterfly"
wpn_elf - "Fortune Blade"
wpn_knif2 - "Samurai Blade". The most "strong" knife in Solyanka. Will give Fang for completing one of his tasks
wpn_knif3 - "Knife of Aahz"
wpn_knifa - Cold Steel Peace Keeper is a modern double-edged knife. "hunting knife"
wpn_knife - M9 bayonet
wpn_knife_m - "Marine Knife"
wpn_knife_n - "Knife of the military surgeon"
wpn_knife_new - "Killer's Blade"

Paratrooper "Paratrooper" based on the FN2000 assault rifle from vdv5549


Download - http://ifolder.ru/20378229

Flamethrower "Poltergeist" from dimak


Download - http://ifolder.ru/20378209

How to make a quest item "not a quest item"

Quest items (which are given when completing some quests and are not available for "free sale" from merchants) have a feature - "by default" they cannot be sold in the game and in the usual way they cannot be registered for sale.
This restriction is bypassed, for this the item must first be made "normal", which can be bought and sold, and only then registered for sale.
Descriptions of almost all quest items are in ***.ltx files, the names of which contain items, the main ones are: items.ltx , quest_items.ltx , unique_items.ltx , arhara_items.ltx .
An example is the sale of Fraer's PDA, its name is fraer_pda. Fraer's PDA description is in the file quest_items.ltx let's start with him - he is here && expansivegamedata&& versatilityconfig&& expansivemisc&& expansivequest_items.ltx
Make a copy of this quest_items.ltx and put it somewhere, we will need it later. Then we open the remaining quest_items.ltx file and look for the lines
:identity_immunities
...... (many different things) .....
quest_item = true
and change quest_item = true to quest_item = false
close this file and accept the changes.
When searching for a description of another item - look for a similar line [item_name]:identity_immunities
Now we prescribe pda for trading, as described above. We close, save, launch Solyanka, go to the merchant and he should have Fraer's pda on sale, buy it, then save the game and exit it completely. Now we need a copy of the quest_items.ltx file that we made at the beginning, this file must be returned to its place, that is, in && greatsgamedata&& greatsconfig&& greatmisc.
Now we start the game and go to give this pda or whatever needs to be done with it according to the quest.
If the description of the item is in another file, for example - in arhara_items.ltx, then instead of quest_items.ltx we copy, correct and restore "our" description file.

N6260 files cheat sheet (how to increase carry weight, how to add new weapons, where to find the crash log, how to make food heal... and much, much more)
http://www.sendspace.com/file/jd4r4f

Autosave mod (automatically saves the game after each task received, it is very convenient to search for the desired save if you need to "roll back" back)
http://narod.ru/disk/27443061000/Autosave-1.0%20for%20NS%2020.12.rar.html

Ascetic hood from Seraphim (minimum information content for the player + excellent view to admire the Zone) - http://www.ex.ua/view/2472307

A pack of seasonings and edits for Narodnaya Solyanka (Pack prepared a stalker [email protected] Master)
The pack includes:

AEK973 by Ray (sold by Petrenko)
Reticles made of OGSE (nice and comfortable)
Uncut artifacts for NS (as in older versions of Salt)
Real water surfaces (a la Clear Sky)
Fresh adaptation of both Photozones + Domestos textures
Literary editing for the National Assembly
Science style monster posters
Editing anomalies for the National Assembly (read the readme)
Corrected news (much livelier)
Modified surfaces (non-shootable gates, dips under the terrain, etc.)
P.S. In the archive for each mod and edit, there is a readme. Weight 18 meters.
All mods and edits for latest version Salts (14.08.10 + patches).


Download http://fayloobmennik.net/203256

Editing textures from Shadowman and Deadmoroz for the National Assembly.
By 80% they treat crashes in memory, texture processing, etc., increase FPS. Before installation do backup textures folder (just in case).
Download http://ifolder.ru/19657480

Both Photozones plus Domestos textures for the latest version of Salt (14.08.10 + patches). Adaptation of these photozones to the National Assembly is in the package [email protected] Masters
Download http://narod.ru/disk/26076548000/TEXTURES.rar.html

ATP car. How to ride it?

In order for the car to start, you need to write a line in the user.ltx file
bind turn_engine kB
And then when you get in the car, press .
The user.ltx file is located along the path - C:&& voluminousDocuments and Settings&& voluminousAll Users&& voluminousdocuments&& voluminousstalker-shoc

Why can't I shoot Akim's "Executioner" and Chernomor's "Anomalous Walter"

In order for these 2 barrels to shoot, you need to replace the xrGame.dll file from the bin folder
Download bin folder - http://openfile.ru/611887/

Where is the playboy for Ivantsov?

On the Radar, not far from the turn to Pripyat. Here -


The door code will be given by Syak after you bring him the tools from Sidor.

I lost my Informant from the Bar. How to return it?

The informant participates in the quests of the New Plot. To prevent him from running away, do not buy the Arm transition from him. warehouses - Chernobyl!

Petrenko does not take the Gauss pistol from me. How to turn in the quest?

As soon as you took this task from Petrenko, immediately run to the Dark Valley after him. If you postponed the quest "for later" - NPCs will pick it up for you. You will have to ransom / kill the stalker-thief, and the gun will be used, and it is very difficult to repair it. If you still want to turn in the quest, then exactly the same barrel will be on the Unexplored Land in a cache in the Fire Cave.

I can't find a flask for Petrenko.

Not far from the southern checkpoint of Duty -

The messenger with the Panther disc does not appear.

The quest has not been completed. He appears in different places. But even if you find him, you still won't be able to talk. Therefore, do not worry and immediately prescribe the disc for sale.

Can't find teleport to photo gun in Sarcophagus

Watch video hint


Where are the documents for Akim part 2 and 3?

Watch video hint


I am in the cave. Many monsters, dark, scary, anomalies, where to go is not clear. Help!

You have a map of the cave, to see it, insert it into the pistol slot. If you are still poorly oriented on the map, then watch the video:


The miner sent to the Labyrinth to find Fima Coal, I just can’t find the Cave-Labyrinth passage.

Watch video:


P.S. When you get to Fima in the Labyrinth, it is necessary that the "prodigal son" be sure to be alive (usually he lies wounded in a dungeon), if Fima has died, replay it, otherwise you will not get out of the Labyrinth.

I can’t take a photo of the Panther/brain/Svoboda killer, etc. It’s not clear where to aim. The red dot does not appear.

The principle/algorithm of all photographs is the same. For the photo to appear in the backpack, the second slot must be empty. Taking pictures with a photo gun - the pistol slot is empty, taking pictures with a photo gun - the machine gun slot is empty. Consider the process using the example of photographing a former representative " last day"in Army warehouses
1. We look through binoculars - we are looking for a red mark -


2. Point the photo gun at the found red dot and shoot -


3. We place the photo in the pistol slot and look at the name of the desired Persian -

I can't find the Separator bag with monster parts on Cordon. Where is he?

Here -

The anomalous controller does not appear in X-16, which needs to be photographed on the instructions of Klenov. Where to look for it?

He doesn't show up for anyone. The quest has not been completed. It's OK. Go to Klenov and turn in one photo of the brain. The task will go into the category of "failed", but according to the plot you will go further without problems.

We went with Bosun to turn off the antennas, but he does not want to return from the base of scientists. I have been waiting for half an hour, and he is still sitting by the fire and is not going to come out. What to do?

Before the task, save. We exit the game. We go into gamedata&&expansionconfig&&cognizance.ltx find the value of switch distance = 140 and change it to 600. We load Solyanka, go with the Boatswain to turn off the antennas, wait for the drunkard to return (should return). Don't forget to change the switch distance value back to 140 afterwards.

Optimization
Original size 3072
Maximum size 4094
If possible and there is additional space on the drive you have chosen, then you can set the following values:
Original size 4094
Maximum size 5120
Do not overdo it with these parameters and indicate exorbitant numbers, this can, on the contrary, lead to the freezing of the entire system.
If there is not enough space on the C:&& greats drive, then choose the most suitable drive available for you, it can be D:&& greats and E:&& greats, etc.
On Vista and 7:
Everything is the same, only to open a window with paging file parameters, you need to right-click on the "My Computer" icon and find "Advanced system settings" on the left side, and then the same as for XP.


3. Every hour or two restart the game.
4.For windows to be stable, it is recommended to check drive C
Prevents rebooting and crashing into the "dead screen".
My computer > personal drive C: > properties > services > check >
(checkboxes "Automatically fix system errors"
bad sectors".) => startup.
5. Disable all extraneous running processes & & advanced programs before starting the game, turn off anti-virus and all possible firewalls, regularly clean the registry and defragment the hard drive(s).
If you have 3GB of RAM, then do the following:
If 32 bit Vista, run command as administrator: BCDEDIT /Set IncreaseUserVa 3072
If 32 bit Windows XP, then register the boot key 3GB in boot.ini
boot.ini we find it like this, on the "My Computer" icon, right-click, select
"Properties" -> "Advanced" tab,
in the section "Download and Recovery" -> "Options" -> "Edit".
The contents of the boot.ini file will open in notepad.
Here we add the necessary parameters.
timeout=30
default=multi(0)disk(0)rdisk(0)partition(1)&&𐄸WINDOWS
multi(0)disk(0)rdisk(0)partition(1)&& greatWINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect /3GB

For greater performance, already established fashion disable rain:
In gamedata/config/weathers, in the weather_default_dynamic.ltx file, auto-correct the lines default_weather_rain to default_weather_clear, default_weather_groza to default_weather_pasmurno. And that's all - in the game only clear or cloudy weather, no thunderstorms or rain.
Same for owners. weak machines. Only for Windows XP!!!
The Game Prelauncher program disables almost all programs and services (except critical ones), sounds, desktop, shell, selected drivers, etc. On most computers, it is possible to free up about 80 - 120 megabytes of RAM, and more. This is not to mention the processor resources. On a standard configured user system, about 50 to 80 programs/services are disabled. Plus, the game can be launched with a higher priority (Windows will give the game more CPU time). ReadMe and FAQ in Russian in the archive.
RAM optimizer for S.T.A.L.K.E.R. by RamSoft
The program is recommended for use on machines with a small amount of RAM (from 1.5 GB or less) ... For owners of 2 GB or more, this program will not help in any way ... 3. Start the game
4. When finished, close the program
http://ifolder.ru/20277603
http://www.re-aktor.ru/forums/index.php?app=core&module=attach§ion=attach&attach_id=405



Weapon Pack #1
Description and contents of the pack -

The weapons pack was made mainly for those who had gone through Solyanka at least once and now would like to try to go through it with a new one,
interesting weapon. In my work, I used the work of other stalkers (Aaz, SanekEd, dimak, vdv5549, Nomadec, Alexandrych, Grayshooter, adapted weapons from other mods - Arsenal mod, DMX mod, and also took separately laid out models, kindly provided by the above stalkers)
I'm sorry if I didn't name anyone, but we just couldn't identify the authors of some models, but we'll still say a big thank you to them!
The pack included -
1.AK-47 "Scout" (Increased horn, improved optics and accuracy, all body kits are installed)
2.New SVD model(A real sniper! Or else ... a misunderstanding that was originally in Solyanka)
3.AK-203 (AR-F "Sniper". In fact - the same AK-47, only with western body kits, and very accurate)
4. Saiga Kardana (New convenient, smooth-bore, rapid-fire carbine, with automatic firing mode and an enlarged horn, is placed in the pistol slot)
5.VSK94 (A reduced analogue of the VSS "Vintorez", placed in the pistol slot)
6. "Exhaust" (Large-caliber silent sniper rifle chambered for 12.7x108)
7.Remington 870 "Marine Magnum" (The most powerful pump-action shotgun in the game, it's better to go to the librarian with it)
8.FN2000 "Paratrooper" (Or simply "Paratrooper", a modernized FN2000 complex, increased horn, accuracy, magnification of optics, rate of fire, for rifle caliber 7.62x54)
9.Flamethrower - "Poltergeist"(A new flamethrower model based on the FN2000, special fire mixture in cylinders, it is very convenient to clear the area from large flocks of all evil spirits)
10. SVD "Pletka" (With adjustable sight and auto-targeting) - To fire from this rifle, you need to replace the xrGame.dll file in the bin folder.
11.AK-104 (AK of the hundredth series chambered for 7.62x39, double horn, increased rate of fire, all body kits)
Twin F1 Grenades(Greatly increased splash radius. Only throw from cover!)
A new type of ammunition - Buckshot for Saiga 12K and Remington 870 "Marine Magnum" shotguns.
Almost all weapons are right-handed.
Plus, I revised the performance characteristics of cartridges:
What I was guided by was the binding of the lethality of the weapon to the caliber with which it shoots. And made a distinction between armor-piercing&&special sniper&&special-simple.
In terms of lethality, armor-piercing is higher than the rest, but the coefficient. there is more dispersion - its accuracy is worse than that of a sniper and a simple one. In a sniper cartridge, on the contrary, the accuracy is much higher, but the lethality is lower than that of an armor-piercing one. A simple cartridge has average stats... There is a separate topic about shotgun loads (shot && advanced buckshot), everything is clear there - the hit is big, and the dispersion is huge, i.e. very lethal, but only in close combat.
I revised the performance characteristics of underbarrel grenades a little, now it's really real help in combat conditions (you can also shoot down a turntable if you get where you need to!).
New barrels will not be available for sale - they can only be obtained by completing quests (and not at the very beginning of the game). But since players at different levels of Solyanka, and perhaps the person has already completed this quest, I still had to prescribe them to the farthest merchant - the Swamp Doctor in Pripyat (but very expensive, including save money!). The necessary "body kits" for new barrels will be on sale at Adrenaline.
I believe that if the stalker got to Pripyat, he deserved a good, reliable and accurate weapon, and by that time almost everyone was already in the rank of "master".
Pak was made and tested for pure Arkharovsky Solyanka version 04/19/2010 + additional version from 14.08. + patch from 20.08. + patch from 03.09.
Copy the contents of the gamedata to your gamedata, agree with the replacement. NE is required.
And then, after installing this pack, you don’t need to roll anything else on top, especially addons that introduce other new barrels or touch on weapon edits. The 2nd pack will bring additional hardcore in the passage of Solyanka. Some quests (especially where NPCs will be armed with weapons under the 9x39 caliber - Shaft, Thunderstorm, VSS) will not be easy to pass, even with new barrels. At least it seemed to me so ... Now even the bandits should not be ignored (especially the Avengers!). Now you will need your own tactics with each enemy / in each quest - you can’t take it right through! The need for natural shelters will increase exponentially. More active will need to use underbarrel grenades / hand grenades.
Slightly enhanced "Marine Knife".
Added 4 new items -
1.Steyr Aug Kalter (Austrian Underbarrel Shotgun Assault Rifle) - Posted by Chainsaw
2.Thompson submachine gun(it is possible to install all body kits) - Author Zeka1996Korneev
3. TT pistol (will be on sale at Sidor, especially useful for those who have just started / are starting to play Solyanka and have not yet got hold of automatic weapons) - Author Real_Wolf
4.Grenade "Snowball 7643b"(production of local kulibin. During the explosion, it imitates the "Snowy" anomaly) - dimak's idea, my implementation
As usual, new trunks are registered for issuance for completed quests. New grenades will be sold by Adrenaline and Raven.
And finally, the most delicious - a new atmospheric voice acting for all weapons from a stalker [email protected] Master (the new voice acting is really "freaky", I hope you will see for yourself).
Install the 2nd pack only after installing the first pack! Otherwise, problems are guaranteed.
Who did not put a fix on the first pack, do not worry, it is included in the 2nd.

Good hunting everyone! Sincerely, Busty.

Description from [email protected] Master :
The sounds of shots of almost all weapons have been replaced, each barrel has its own sound. Changed reload sounds for some guns. The sound of a shot with a silencer is now different for each barrel (for example, in the original, for all weapons of caliber 5.56 and several others, there was one sound). In terms of sounds, I didn’t try to strive for complete realism, but also took it into account (some sounds of shots were taken from real weapons), selected the most atmospheric and sonorous ones (to my ear it’s so accurate, you appreciate it). Replaced grenade and helicopter gun explosion sounds. All sounds are run through the SDK, correctly commented out (the reaction of NPCs to them, the range of hearing), there is no redness in the console. If you find something, unsubscribe, I’ll fix it right away, in theory it shouldn’t be, I checked everything. In some folders with sounds for weapons, there are alternative sounds of shots (for example, sg552_shot_zapas, they may have a different name), you can experiment simply by rewriting the path or the name of the sound.
The voice acting was done under pure Solyanka from 08/14/09 with all the author's patches, and editing the weapon configs from the comrade Buusty. If you install on other or native ones, then you just need to rewrite the paths by analogy with the config paths from Buusty (copy-paste, nothing complicated). Have a good game!
Installation: Just drop the gamedata folder into the root folder of the game, agreeing to a full replacement.

Thanks:

Site fpsbanana.com and all foreign (and not only) authors for countless different sound packs for games. Hundreds have been reviewed and reviewed.
For valuable information on voice acting, I thank the sound comrades Muller & Mongol.
Arkhara honor and respect for the best MOD.
Many thanks to stalker Buusty for help, friendly advice and support.
And also thanks to all the veterans on the SP in the topic "People's Solyanka 2010", just for the fact that you are ... Stalkers.

Sincerely, [email protected] Master.





I recommend installing both packs, first the 1st, then immediately the 2nd.

______________________________________________________________________

By popular demand, this post has been updated. Special thanks for your help Buusty

Today we will analyze how you can edit weapons in the game - from characteristics to description. Weapon stats are stored here:

...\S.T.A.L.K.E.R\gamedata\config\weapons\w_[...].ltx

Parsing the config structure

Take, for example, config w_g36.ltx. It is divided into sections:

First section

Stored here general information about weapons, spawn links, etc. We are interested in the following lines:

  • description= enc1weapons1_wpn_g36 - link to string_id, from which the game loads the description of this weapon.
  • ef_main_weapon_type= 2 - the main type to which the weapon belongs
  • ef_weapon_type= 6 - subtype to which the weapon belongs
  • default_to_ruck= false - means, if with an empty cell under the machine, pick up the machine, it will be placed in the cell; if true, the automaton will not be placed in the cell.
  • sprint_allowed= true - this line means that you can run with a weapon.

Second section

Contains modifiers that are given to the angle of view/range of view of the NPC wielding this weapon:

  • holder_range_modifier= 1.85 - how many times the eye_range of bots increases. It multiplies the sight range of bots with this weapon in their hands.
  • holder_fov_modifier= 0.3 - how many times the eye_fov of bots increases. When editing this parameter, there are problems with the NPC's view - they may not see the monster point-blank.

The following values ​​may be in a different part of the file, but they are related to the overview.

  • min_radius= 30 - the minimum distance from which bots start using this weapon. For all weapons except sniper rifles, grenades and grenade launchers, it is recommended to set 0. Used to ensure that bots with grenade launchers and sniper rifles switch to the second weapon when an enemy approaches, and also do not throw grenades at their feet.
  • max_radius= 100 - the maximum distance at which bots use this weapon. It is recommended to make it as large as possible, while taking into account the accuracy of the weapon. You probably often encountered situations when you shoot bots from a long distance, they aim at you, move from side to side, but do not shoot. These bugs are related to the insufficient size of this parameter. It is worth limiting this parameter for pistols, shotguns and a flamethrower.

Third section

Contains data about the weapon itself, some of its characteristics:

  • cost= 2200000 - base price (merchants multiply it by some coefficient)
  • weapon_class= assault_rifle - weapon class (here - assault rifle)
  • ammo_mag_size= 300 - store size
  • ammo_class= ammo_5.56x45_ss190, ammo_5.56x45_ap - types of cartridges used
  • grenade_class= ammo_m209 - type of grenades used
  • fire_modes= 1, -1 - firing modes (single and endless bursts, respectively)
  • hand_dependence\u003d 1 - dependence on hands (?) - perhaps we are talking about swinging the trunk
  • single_handed= 0 - is it held in only one hand
  • slot= 2 - inventory slot
  • animation_slot= 2 - animation type (for pistol/for rifle)
  • inv_name= wpn-g36 - the link to the name displayed in the inventory is also taken from the string table, like the description
  • inv_name_short= wpn-g36 - the name displayed when aiming at an object, for example, lying on the ground; in this case the same
  • inv_weight= 3.6 - weight
  • inv_grid_width= 5 - icon length (number of cells x)
  • inv_grid_height= 2 - icon height (number of cells by y)
  • inv_grid_x= 0 - x coordinates of the first corner of the icon
  • inv_grid_y= 10 - y coordinates of the first corner of the icon

Fourth section

The fourth section stores information about the wear/recoil of the weapon. Almost all parameters there are provided with comments, so I will give only the most interesting ones:

  • cam_relax_speed= 5.7 - speed of return to the starting position
  • cam_dispersion= 0.2 - increase in angle (in degrees) at the first shot
  • fire_dispersion_condition_factor= 5 - increase in dispersion in percent at maximum wear. Few people understand, but this parameter is not indicated in degrees - this is a multiplier. 5 is 5000% spread at maximum wear. A similar spread of IRL can only be obtained by reaming the PM with a perforator. All guns in the original game have a multiplier of 5, and starting from CS, the insanity of the developers began to grow stronger and many guns got a value of 15. In CoP, this trend increased and even more guns got a value of 15. Every normal modder will reduce this value. Recommended for pistols 3 - 4, submachine guns 2 - 2.5, snipers 1 - 1.5
  • misfire_probability= 0.003 - misfire probability at maximum wear
  • misfire_condition_k= 0.05 - coefficient. It's easier not to touch, because setting two parameters for each barrel in a gunpack is much easier than three. It can only be needed for weapons with a small shot like BCC.
  • condition_shot_dec= 0.0002 - increase in wear with each shot. If you enter -1, then the weapon will be completely repaired after the first shot.

Fifth section

A lot of parameters are stored here, of which these are the most interesting: (PDM is the parameter of the barrel swing in the hands of the GG when moving in aiming mode. [email protected])

  • PDM_disp_base= 3.0 - the multiplier by which the base variance of the weapon is multiplied when the GG (Main Hero) stands still in full growth;
  • PDDM_disp_vel_factor= 1.3 - the multiplier by which the base variance of the weapon is multiplied when the GG turns the weapon or runs;
  • PDM_disp_accel_factor= 1.3 - the multiplier by which the base variance of the weapon is multiplied when the GG runs in a sprint;
  • PDM_crouch= 1.0 - the multiplier by which the base variance of the weapon is multiplied when the GG is crouched;
  • PDM_crouch_no_acc= 1.0 - the multiplier by which the base variance of the weapon is multiplied when the GG stands still, crouching;
  • hit_power= 0.50, 0.54, 0.57, 0.60 - the strength of the shot, depends on the rank: beginner, experienced, veteran and master, respectively.
  • hit_impulse= 105 - bullet momentum
  • hit_type= fire_wound - the type of damage inflicted, in this case - bullet wounds (parameter in single player does not affect anything)
  • fire_distance= 600 - the maximum distance of the bullet, then it falls to the ground and disappears. It is logical to set the value of effective fire (50-200m submachine guns, 50m pistols, 30m shotguns and a half-meter knife), but it makes no sense to set a value greater than the radius of the alif: after all, there is no one outside it.)
  • bullet speed= 925 - muzzle velocity
  • rpm= 600 - rate of fire shot/minute

sixth section

  • = x, y, z
  • position= -0.026, -0.132, 0.0 - the position of the weapon on the back in relation to the NPC in the 3rd person view
  • orientation= 0, 0, 0 - rotation of the weapon on the NPC's back when viewed from the 3rd person

Note In CHN/ZP it will look like this:

  • position= -0.026, -0.132, 0.0 - the position of the weapon in the hands of the NPC
  • orientation= 0, 0, 0 - rotation of the weapon in the hands of the NPC
  • strap_position= -0.26,-0.11,0.25 - the position of the weapon on the back in relation to the NPC when viewed from the 3rd person
  • strap_orientation= -15,-9,110 - weapon rotation on NPC's back when viewed from 3rd person

Seventh section

Contains descriptions of the visual side of the weapon and some other parameters:

  • startup_ammo= 90 - as you might guess, the starting number of cartridges (in single player it does not affect anything)
  • visual= weapons\g36\wpn_g36.ogf - weapon model used by NPCs and by the player in third person
  • ph_mass= 4 - physical mass used in calculations
  • scope_status= 2 - situation with a detachable sight
  • silencer_status= 1 - situation with a non-removable muffler
  • grenade_launcher_status= 0 - situation with missing underbarrel grenade launcher
  • Options:
    • 0 - no, you can't attach a new one
    • 1 - already there, non-removable
    • 2 - no, but you can install
  • zoom_enabled= true - whether there is a zoom (aiming)
  • scope_zoom_factor= 33.3 - what zoom gives aiming (here 60/33.3 = 1.8x)
  • scope_texture= wpn\wpn_crosshair_g36 - reticle texture
  • shell_point= 0.15, 0.0, -0.05 - case departure point
  • shell_dir= 0.0, 1.0, 0.0 - the point of emission of powder gases from the receiver
  • fire_point= -0.000000,0.062000,0.134000 - shot point
  • fire_point2= 0.30, 0.00, 0.05 - shot point from the grenade launcher
  • fire_bone= wpn_body
  • orientation= 0, 0, 0 - orientation of the weapon barrel in the direction of the bullet impact point (this is the center of the monitor). Some modders orient the weapon along the line of sight - this is not correct, because the bullet flies out of the barrel, and not from the sight.
  • position= 0, 0, 0 - position. The first coordinate is responsible for moving to the sides (positive - to the right, negative - to the left), the second - moving in height (positive - up, negative - down), the third - moving horizontally (positive - forward, negative - back)
  • visual= weapons\g36\wpn_g36_hud.ogf - the model displayed in our hands
  • grenade_bone= grenade

Next come various animations for various actions of the GG with weapons (shooting, reloading, etc.). But we don't really need them. But this is not the point, the point is that for a long time, no one noticed a few lines, namely, 3 lines that are responsible for the position of the weapon when aiming:

  • zoom_offset= -0.123900,0.012450,-0.1377700000 - everything is exactly the same as with the position (which comes after the fire_bone)
  • zoom_rotate_x = 0.024750
  • zoom_rotate_y = 0.001300

They also need to be corrected if the position of the weapon itself was changed, otherwise the GG will aim not at the center of the screen, but below / above and to the left / right. To configure this feature, hud_adjust_mode was made, but for some reason it was not left ... Partially, such a thing as:

  • zoom_hide_crosshair- whether to hide the crosshair of the sight when aiming

Changing descriptions

Weapon descriptions are stored in a file: ...\S.T.A.L.K.E.R\gamedata\config\text\rus\string_table_enc_weapons.xml

It stores strings with names and descriptions referenced by weapon configs. For example, the same G36 refers here:

[...] German-made assault rifle, which is a first-class example of modern weapons - light, reliable and ergonomic.\n Ammunition:\n regular 5.56x45 mm SS109,\n armor-piercing 5.56x45 mm AP. [...] GP37 [...]

By changing their contents, we change the descriptions / names of this weapon.

Innovations in the RFP

HUD

The HUD model was divided into 2 parts - the hands and, in fact, the weapon itself. This was done in order to achieve a change in the visuals of the hands when changing the jumpsuit. Because of this (and not only because of this), most of the config under ":hud_base" has undergone some changes - I'll talk about them.

Added:

  • hands_position= 0.020500,-0.206999,0.261999 - position of arms and weapons
  • hands_orientation= 3.349998,2.599999,-0.050000 - direction (orientation) of arms and weapons
  • hands_position_16x9= 0.020500, -0.165999,0.209500 - hand and weapon positions for 16x9 monitors
  • hands_orientation_16x9= 3.649998,1.050001, -0.050000 - direction (orientation) of arms and weapons for 16x9 monitors
  • item_position= 0,0,0 - the position of the weapon relative to the hands
  • item_orientation= 0,0,0 - weapon orientation relative to hands
  • aim_hud_offset_pos= -0.129000,0.017000,-0.001500 - displacement of arms with weapons when aiming
  • aim_hud_offset_rot= -0.012500,0.040000,0.020000 - orientation of hands with weapons when aiming
  • aim_hud_offset_pos_16x9= -0.129000,0.017000,-0.001500 - shift of arms with weapons when aiming for 16x9 monitors
  • aim_hud_offset_rot_16x9= -0.012500,0.040000,0.020000 - orientation of hands with weapons when aiming for 16x9 monitors
  • gl_hud_offset_pos= 0,0,0 - displacement of hands with a weapon when aiming from a grenade launcher
  • gl_hud_offset_rot= 0,0,0 - orientation of hands with weapons when aiming from a grenade launcher
  • gl_hud_offset_pos_16x9= 0,0,0 - shift of hands with a weapon when aiming from a grenade launcher for 16x9 monitors
  • gl_hud_offset_rot_16x9= 0,0,0 - orientation of hands with weapons when aiming from a grenade launcher for 16x9 monitors

Upgrades and Wear

As you know, in ZP there is an opportunity to upgrade weapons. The following lines are responsible for choosing schemes during the upgrade:

  • upgrades= up_gr_firstab_ak74, up_gr_seconab_ak74, up_gr_thirdab_ak74, up_gr_fourtab_ak74, up_gr_fifthab_ak74, * up_gr_fifthcd_ak74- parts of the upgrade circuit
  • installed_upgrades= - installed upgrades
  • upgrade_scheme= upgrade_scheme_ak74 - upgrade scheme

Also, a more thoughtful wear pattern was created in the RFP, here are the lines that are responsible for this:

  • misfire_start_condition= 0.6 - wear, at which there is a chance of misfire
  • misfire_end_condition= 0.1 - wear at which the chance of misfire becomes constant
  • misfire_start_prob= 0.003 - chance of misfire when worn is greater than misfireStartCondition
  • misfire_end_prob= 0.043 - chance of misfire when worn is greater than misfireEndCondition
  • condition_shot_dec= 0.001 - increase in wear with a single shot
  • condition_queue_shot_dec= 0.0012 - increase in wear when firing a burst

New barrel wear = 1.0

Main config

There are not many changes here:

The icon used when upgrading. Coordinates are counted from the upper left corner by pixels. The icon file is on the path textures\ui\ui_actor_weapons.dds

  • upgr_icon_x= 304 - x-coordinates (horizontally)
  • upgr_icon_y= 627 - y-coordinates (vertically)
  • upgr_icon_width= 295 - icon width
  • upgr_icon_height= 110 - icon height
  • * scopes_sect= scope_ak74, scope_x2.7_ak74, scope_live_detector_ak74, scope_night_ak74 - links to secondary scope config
  • - the actual secondary config itself
  • scope_name= wpn_addon_scope - link to scope config
  • scope_x= 47 - location of the mounted scope icon on the weapon icon by x(in pixels)
  • scope_y= 0 - by y

Authors

Article created:

The article is average, but it does not say about the "explosive" ammo parameter. No grenade launchers and missiles, namely cartridges! Even in the original file "weapons.ltx" in the properties of cartridges 5.45x39 for AK there is always the line "explosive = off" at the end. It is enough to change it to "explosive = on" and when fired with such a projectile, we will see how an orange flame flares up and goes out at the point of impact. But this is just an animation, so if you make such rounds, do not forget to increase their armor-piercing ability and stopping power. By the way, this can be done not only for AK cartridges, but for any in just one line. Good luck!

Modification:

Developer: Maniac

Ultimately, I got fed up with the crooked PYS hands and what is often located in them, so on cold October evenings I slowly created this weapon pack.

I wanted to see high-quality weapons on the same hands, and not like that, either in a sweater or in a jacket. At first I thought about changing a few weapons, but I got carried away and went a little further. So on this moment we have the following:
-- The skins of almost all weapons have been replaced, including grenades, bolts and binoculars (material taken from NLC - 7, OP - 2 mods and DSH mod additions. Many thanks to those gunsmiths whose work was used in the listed modifications)
-- XM8-PARA now has a 30-round magazine instead of 100, according to the model.
-- Borov's "Viper" has a 30-round magazine, according to the model.

Models that have not changed for a number of reasons:

All Gauss derivatives, except Gauss Pistol, Desert Eagle, Hunter's ToZ, Needle Thrower, Abakan, AK- "Cobra", "Thunderstorm", Barrett, Colt and anomalous Colt (M -16), PTRD, SiG-552, HK- 417, MK-25, G-16, Revolver, Abnormal Walter, machine gun MG-42, FN - 2000, Mosinka.

Installation:

Rename or delete the following folders (in bold): config\ weapons, meshes\ weapons, sounds\ weapons, textures\ wpn and copy the main file + gloves + the latest actual patch to the game folder in the order listed.

Current cumulative patch (11/09/2017) - Download

A new game is needed.

Screenshots

Description and instructions

Name of the game: People's Solyanka
Year of issue: 2011
Author/Developer: Buusty
Distribution type: pack
Required game version: 1.004
Interface language: Russian
Required game language: Russian

Description
: The weapons pack was made mainly for those who have gone through Solyanka at least once and now would like to try to go through it with a new, interesting weapon. Well, the "newbies of Solyanka" pack, most likely, will also be interesting.
The pack includes:
Pistols:
1. TT pistol (will be on sale at Sidor, especially useful to those who have just started / are starting to play Solyanka and have not yet got hold of automatic weapons) - Author Real_Wolf.
2. Colt "Kimber Custom" (A copy of the M1911 semi-automatic pistol for the US Special Operations Forces - US . 45 caliber, clip 10 rounds) - the authors of Real Wolf and PSEUDO-S.T.A.L.K.E.R.
3. Glock 35 (Glock 22-shot automatic pistol chambered in .40 S & W) - borrowed from a DMX mod.
4.Beretta 92A1 (New unica model converted to 5.45x39 caliber) by eXiu.
5.OTs-33 Pernach (Successor of the Stechkin pistol, 27 rounds per clip, automatic firing mode) - model from Arsenal mod, edited model and animation Cylz.
6. New model HK UPS .45 - author.
PP:
1. Thompson submachine gun (With 70-round disc and built-in collimator) by @"StreloK" and eXiu.
2.MP-40 (Volmer submachine gun (many perceive it as the same "Schmeisser", during the Second World War)) - by D.Kruger, reloading edit.
3.New model AKS-74u by eXiu.
4. New model of PP "Bison" (right-loading and with the ability to install optics "USP-1" Tyulpan ") - author Alexandrych, refinement of the eXiu model.
5.Unique based on software "Bizon" (for caliber 9x19mm and built-in collimator "Cobra") - author Alexandrych.
Machines:
1.AK-47 "Scout" (Improved optics and accuracy, all body kits are installed) - model from Arsenal mod.
2.AKM "Dream" (AKM with folding bipods, disc magazine for 75 rounds and non-removable optical sight PSO-3) - by @"StreloK".
3.AK-203 (AR-F "Sniper". In fact - the same AK-47, only with western body kits, and very accurate) - author Alexandrych.
4.FN2000 "Paratrooper" (Or simply "Paratrooper", a modernized complex FN2000, increased accuracy, magnification of optics, rate of fire,
for caliber 9x39, horn 30 rounds) - the author of the idea and the initial config vdv5549, refinement of the eXiu and Aaz model itself.
5. Flamethrower - "Poltergeist" (A new model of a flamethrower based on the FN2000, special fire mixture in cylinders, it is very convenient to clean the area from large swarms of all evil spirits) - by dimak.
6.AK-104 (AK of the hundredth series chambered for 7.62x39, increased rate of fire, all body kits) - author of PSEUDO-S.T.A.L.K.E.R.
7.Steyr Aug "Kaltera" (Austrian underbarrel shotgun assault rifle) - Posted by Chainsaw.
8.AKM (Modernized Kalashnikov assault rifle, chambered for 7.62x39, it is possible to install all body kits) - a model from the Arsenal mod.
9.IMI GALIL ARM (Assault rifle IMI Galil, Israeli version of AK, only for NATO cartridge 5.56x45) - model from Arsenal mod.
10.IMI GALIL ARM "Sniper" (Variant of the IMI Galil rifle chambered for 7.62x51, with a higher accuracy of fire, reduced rate of fire) - a model from the Arsenal mod.
11.OICW (OICW System (Objective Individual Combat Weapon - objective individual combat weapon). Combined assault rifle Heckler-Koch XM-29 OICW (USA))
- Author of Nomadec.
12. "Mini-Dragunov" (AK47 "Mini-Dragunov" sniper machine is a hybrid of AK-47 and SVD, built-in 8x optics, it is possible to install a silencer and barrel)
- model from Arsenal mod.
13.STG-44 (SturmGewehr 44 - German assault rifle of the year chambered for 7.92x33mm) - model from Arsenal mod.
14.SIG 550 (An interesting new right-handed bolt action model from L.U.R.K., although the left hand jerking the bolt looks a little unnatural, we will assume that GG is left-handed))).
15.AN-94 "Abakan" + new body kits for it, optics and silencer (New right-handed model "Abakan" from stalkers Real Wolf and PSEUDO-S.T.A.L.K.E.R.)
16.AK-9 (Silent shortened assault rifle, based on the AK-74M. The assault rifle uses 9x39 mm subsonic cartridges (SP-5, SP-6)) - by Grayshooter.
17. Rapid-fire AK-74 Strelka (New model based on AK-104 and chambered for 7.62mm) - by Aaz.
18.AK-101 customized (AK-74M) (Assault rifle designed for 5.56x45 NATO cartridge. Integrated collimator and detachable optics + silencer + barrel) - by Real Wolf.
19. AS "VAL" - "Cobra" (Removable collimator "Cobra" and optics PSO-3) - the author of the new Aaz model.
20.AK-108 (AK-108 has an increased (1.5 - 2 times) accuracy of bursts, chambered for NATO 5.56x45 mm. ACOG sight. Silencer 5.56 "Suppressor".
Underbarrel grenade launcher GP-25 "Bonfire") - authors: mongol, PSEVDO-S.T.A.L.K.E.R.
21.SIG SG 552 "Commando" (A shortened SIG SG 552 assault rifle based on the SG 550. You can install a collimator and ACOG optics on Picatinny rails. Located in the 1st slot.) - author Aaz.
22. Colt M4 (Automatic carbine M4 modern release, with a Trijicon ACOG optical sight and a tactical handle) - by Aaz.
23.AS "VAL" - "Taktik" (Tactical handle and stock, removable sight PK-A) - authors: model PSEUDO-S.T.A.L.K.E.R., tuning @ "StreloK".
24.AK-47 "Sturmovik" ( Excellent weapon for close combat and at medium distances. Horn for 45 rounds, integrated collimator "Cobra", barrel - GP-25 "Koster") - Model
from ARMA, tuning and fitting the @"StreloK" model.
25.SBR (M4A1 assault rifle modification) by eXiu.
26. New model AK-74 - author Alexandrych.
27. New model AK-47 - model from ARMA.
28. New unique model - AN94 Abakan-"Sniper" - model from Arsenal mod.
29.SR-3 "Whirlwind M" - by SnipeRStalkeR.
30.Scar " " by purke62.
31.G-3 (German assault rifle from Heckler & Koch, all body kits) - author Alexandrych.
32.AK-105 (Big brother of AKS-74u. All body kits) - authors: mongol, PSEUDO-S.T.A.L.K.E.R.
33.G-41 (German assault rifle from Heckler & Koch chambered for 5.56x45, all body kits) - author Alexandrych.
34. New model of assault rifle LR300 (with the "correct" shutter) - by Real Wolf.
35.M4A3 (Assault rifle based on M16A3, all body kits are installed) - author.
36.L85a1 "Lightweight" (new unique model) - author.
Machine guns:
1. Machine gun "Pecheneg" ("Big brother" PKMa. A modern fast-firing and reliable machine gun. Very useful when cleaning large areas from evil spirits, especially in new quests!) - by Nomadec.
2.RPK-74 (Kalashnikov light machine gun. Disk for 75 rounds, it is possible to put a silencer and optics) - a model from the Arsenal mod.
3.RPK (2 types - with a horn and with a disk magazine) - models from ARMA, compilation and tuning @ "StreloK".
4. New minigun model from OGSE Mod, version 0.6.9.3. (thanks to the authors and developers of this mod for providing the model) - by Deathdoor and KamikaZze
We kindly ask everyone who would like to use this model in their work to coordinate this with the authors. For example, with comrade KamikaZze at the AMK forum.
Sniper Rifles:
1. SVD "Pletka" (With adjustable sight and auto-capture of the target) - To fire from this rifle, you need to replace the xrGame.dll file in the bin folder (this file is in the "All sorts of gadgets" folder).
2. New SVD model (A real sniper! Otherwise ... a misunderstanding that was originally in Solyanka) - by SanekEd.
3. A new model of IED (A real sniper! Otherwise ... a misunderstanding that was originally in Solyanka) - by SanekEd.
4.K98 Mauser (German 5-shot carbine from the Second World War. Affectionately nicknamed "Karkush" by the people. Caliber 7.92x33mm) - authors: [email protected]$ and Aaz.
5.VSK94 (A reduced analogue of the VSS "Vintorez", placed in the pistol slot) - author Alexandrych.
6. "Exhaust" (Large-caliber silent sniper rifle chambered for 12.7x108) - by Nomadec.
7.SVU-AS (Modification of the basic version. Detachable 8x optical sight and automatic fire mode) - author of PSEUDO-S.T.A.L.K.E.R.
8. New model VSS Vintorez from ARMA (Sniper rifle with a night sight, a horn for 20 rounds - replaced the unique model "Nominal Vintorez")
- author of PSEUDO-S.T.A.L.K.E.R., finalization and tuning of the model "under unique" Aaz.
9.AKS74u-SVD (Hybrid of AKS-74u and SVD - produced by a local craftsman in the Zone) - by eXiu.
10.SIG 550 "Sniper" (A unique modification of the Swiss rifle SIG SG 550, powerful built-in optics + a silencer and a NATO barrel, chambered for a 7.62x51 rifle cartridge) - the author,
Unfortunately, i do not know. If anyone recognizes his work in the trunk - write, I will correct it.
11. "Exhaust -" (Modification of "Exhaust" with auto-targeting and adjustable zoom) - the author of the Nomadec model, my modification -
- To shoot from this rifle, you need to replace the xrGame.dll file in the bin folder (this file is, for all patches, in "All sorts of gadgets", in the Zen_crosshair folder).
12. G3 SG1 sniper rifle (Modification G3, silencer, built-in optics) - author Alexandrych.
13. New Gauss model from Crysis (In the game in one copy - unique) - by purke62.
14. New model of SVD "Trucker" - author.
15.KSVK (Large-caliber Sniper rifle Kovrovskaya, caliber 12.7x108) - by Piter, Cylz model tuning and animation.
16. Nominal screw cutter of General Voronin (unique) - author Aaz.
Shotguns:
1.MOSSBERG 590 12GA (Smooth-bore pump-action shotgun, powerful, reliable. This variant with stock, 8-shot) - model from L.U.R.K.-mod.
2.MOSSBERG 590 Compact Cruiser (Smoothbore pump-action shotgun. A shortened version, 7-shot. Placed in the 1st slot) - a model from the DMX mod.
3. Saiga 12K "Sniper" (Smooth-bore automatic carbine "Saiga", the ability to install a collimator and optics) - author Aaz.
4. Saiga Kardana (New convenient, smooth-bore, rapid-fire carbine, with automatic firing mode and an enlarged horn, is placed in the pistol slot) - by Aahz.
5.AA-12 (Atchinson Automatic Shotgun with 20 round disc) by eXiu.
6.Vepr 12 (Smoothbore carbine with 20-round disk + automatic firing mode + "Aimpoint" collimator) - authors: Mongol model, Aaz tuning and @"StreloK".
7.Remington 870 "Marine Magnum" (The most powerful pump-action shotgun in the game, it's better to go to the librarian with it) - author Alexandrych.
8. New model SPAS12 "Hunter" - by eXiu.
9.New model of the "Combat Winchester" by nafigator.
10.USAS-12 (Automatic shotgun 12 gauge, ACOG optics and silencer) - author.
Almost all weapons are right-handed and on CW-hands.
1. Grenade "Snowball 7643b" (manufactured by a local kulibin. In the event of an explosion, it imitates the "Snowy" anomaly) - dimak's idea, my implementation
2. Dual F1 grenades (Significantly increased the radius of destruction by fragments. Throw only from cover!)
3. A new type of ammunition - Buckshot for all shotguns.
4. A new cartridge 7.62x39mm "UZ" has been introduced into the game (Cartridge 7.62x39mm with an enhanced charge "UZ". Now this type of "ammo" is registered for all barrels using this caliber).
5. New cartridge 7.92x33mm, regular and armor-piercing (For captured German weapons).
6. New optical sight PSO-3. It is prescribed for some trunks from the pack (which one - you will understand from the description).
The new Wolf visual is now a real leader and role model for newcomers - the author of the Aahz model. With the new Wolf, a new quest will be available, completing which,
you can not badly "pack" already on Cordon (don't judge strictly, this is my first quest).
Plus, the performance characteristics of all weapons and ammunition have been revised. I slightly revised the performance characteristics of underbarrel grenades, now this is really a real help in combat conditions (you can also shoot down a turntable if you hit where you need to!).
New barrels will not be available for sale - they can only be obtained by completing quests or found in caches. The necessary "body kits" for new barrels will be on sale at Adrenaline.
Some of the new trunks have been distributed to NPCs. I think you will feel the difference in rearmament right away, already on Cordon. The most "re-armed" are the hired ones, the Chistinebists (well, there are a few other groups as well). Incl. some new trunks can be obtained in battle by taking away from the enemy. I distributed cool uniques from the packs to some quest (key!) Persians, some are immortal, but some cannot be killed (because of fluff) - you will cut off the storyline.
Fixed some minor flaws and roughness that were in Solyanka itself, for example, when Akim did not give out a reward for the quest for monster parts, now he gives out one of the new barrels from the pack (in general, I advise you not to ignore the quests of this character). The 2nd brain of the controller on the ATP was spawned, for Lukash, now it's not, it will really "wait" when you find it)).
New atmospheric voice acting for all weapons from the stalker [email protected] Master (the new voice acting is really "freaky", I hope you will see for yourself).
New boot menu from Solvador (Old, in my opinion, already fed up).
The pack includes an edit from prorok 13, which significantly expands the range of exchanges from Raven. Also help in adding all new barrels to the list of "compatible barrels" with repairers.
3 new unique exoskeletons have been added ("Stormtrooper", "Kevlar exoskeleton "C", "Kevlar exoskeleton Sniper "NS"), and the Nano suit has been restored. Costume models are taken from the "Tin" mod, costume adaptation for Solyanka - vdv5549.
Costumes have also been added - the Modernized Mercenary Exoskeleton, the Military Exoskeleton, the Modernized "Seva" and the "Black Doctor's Exoskeleton" - this armor is a quest armor, and because of it a whole chain of quests will unfold, new quests, completing which you can visit all the new locations of Narodnaya Solyanka : Eastern Pripyat, Laboratory X-8, Pripyat Underground, Jupiter and Zaton. Everything will start when you bring three scientific treatises for Sakharov. The quest chain is hardcore, but interesting in my opinion. I also made several caches with valuable swag on new locations, resettled monsters, including new ones - it won't be boring. And there are many interesting surprises waiting for you, which I will not tell you about -
- you will see everything.

Special thanks to comrade dimak for invaluable advice on absolutely all technical (and not only) issues that arise when creating a pack.
Also, I express my gratitude to the stalkers:
vdv5549 (new costumes from the mod "" + good advice)
Aahz (new visuals, including the Wolf, new weapon models, some were made specifically for the pack)
[email protected] Master (new voice acting for all weapons and overall help with sound processing)
_Val_ (initial modification of the performance characteristics of all weapons)
@"StreloK" (new weapon models)
Vadimische (beautiful icons for new guns and new characters and monsters)
eXiu (new models of weapons, tuning old ones)
Kirag (implementation of a new scripting feature)
AR_F-man (adaptation of new sights for widescreen)
Flickering (initial test of the beta version of the pack and a lot of good advice and comments)
Valerich (New art model)

Installation method
Installer
Folk Solyanka version 04/19/2010 + dopa from 14.08. + patch from 20.08. + patch from 03.09. + Weapon pack


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