Stalker call of pripyat freeplay fashion. SZA Freeplay mod - MODSTALKER - everything for a real stalker

Modification descriptions:

This modification removes from S.T.A.L.K.E.R. Call of Pripyat - all tasks and dialogues associated with them. She also removes all quest items in all locations and opens all closed doors that became open after complete passage Salary In general, it is a completely completed S.T.A.L.K.E.R. Call of Pripyat All characters who left the zone at the end or moved to another location were either removed or moved. For example, Cardan is now working with Azoth on Yanov, and Vano and Zulu have left completely. Well, the rest of the characters also left or died, etc. And the zone lives its own life... Stalkers will study dead city“Pripyat”, and there will be no military there at all.

1. Many would immediately hear about this modification and immediately think:

Why was this done? After all, this has already been done more than once!

We will respond to this opinion as follows:

This modification is special in that it is not for playing, but for starting to do story mods on S.T.A.L.K.E.R. Call of Pripyat. We wouldn't even call it a mod, but most likely a development for other mods.

2. It contains all five locations and all of them can be easily reached, unlike some other similar mods.

3. We can also say that here only the most basic things were inserted and nothing superfluous was inserted. And we read below about what was inserted.

4. All five locations are present and all of them are developed.

1. Added transitions between locations due to the removal of conductors.

2. Added icons for transitions between locations. Read below about how to use them.

3. Two marks have been added to the Pripyat location map, these are: “Volcano” Anomaly and “Vine” Anomaly

Backwater:

1. Waste recycling station. The laptop and the two main mercenaries in exoskeletons have been removed.

2. Bridge named after. Preobrazhensky. All documents have been removed, the boxes with keys and the box with poison cannot be searched.

3. Substation workshops. There are no more mercenaries asking for food. Tools removed.

5. Anomaly "Sosnodub". There is nothing near the skeleton.

6. VNZ "Circle". The path to the lair of bloodsuckers is immediately open (the elevator doors are open), the door leading to the lair itself has been completely removed. And the bloodsuckers themselves are not there.

7. Sawmill. Tools removed.

8. Burnt out farm. There is a cave underneath and Barge’s corpse lies there and his backpack is empty.

9. Anomaly "Cauldron". Removed stalkers asking for help.

10. Dredger. Removed Changed steering wheel.

11. Port cranes. The room where Tremor killed Capercaillie can be opened, but initially it will be locked; to open it, you can shoot the lock a couple of times with a Kalash and it will open.

12. Old barge. Noah doesn't say anything about helicopters.

13. Iron Forest. The door to the underground room is open. Documents on product No. 62 have been removed to the subways. There is no pseudogiant.

14. Skadovsk. The bandit who called for a chat is removed and the Sultan no longer offers work. Garmata, Krab and Gonta are immediately together at the table and do not offer work. Beard only talks about his life. You can only tell the owl for now. There are no stalkers: Koryaga, Tremor, Pilot, Cardan, Capercaillie.

1. Cement plant. There are no more materials for Nitrogen lying around. Strelok's cache has been removed.

2. Quarry. Strelok's cache has been removed.

3. In the trailers near the Quarry you can immediately go to Morgan's warehouse.

4. Jupiter plant. Documents related to the trip to Pripyat 1 and others have been removed.

5. Jupiter plant. Removed the shooter's cache. + Nearby tools have been removed.

6. Jupiter plant. The elevator that lowered into the Overpass collapsed.

7. Checkpoint. There are no more bandits here.

8. Ventilation complex, Oasis. The Heart of the Oasis artifact is no longer available.

9. Container warehouse. Mityai is no longer held hostage. It's just a bandit camp. Their main bandit "Shishak" was removed.

10. Container warehouse. A group of lost Monoliths has been removed.

11. Air defense missile system "Volkhov". The note to Sokolov has been removed. The door to the warehouse has been removed. The large metal door at the bottom is immediately open.

12. Anomaly "Ashes". You can no longer search the drone.

13. Cooling tower. There are no more sounds of debtors asking to come out. When approaching the supposed location of the “spatial bubble” anomaly with the “Svagor” detector, nothing

Happening.

14. Stop. The well to Koryagi's cache is open. The cache cannot be searched.

15. Scientists' bunker. Herman does not offer tasks and can trade immediately. There is nothing to talk about with Novikov and Ozersky. Characters removed: Sokolov, Garik. The bunker is now guarded by stalkers. + Nearby tools have been removed.

16. Yanov. Now there are two technicians Cardan and Azoth, Cardan makes modifications to weapons, and Azot makes armor modifications. Removed: flint (Soroka), Mityaya group, Vano, Zulu, Uncle Yar and there is no longer Pilot.

Pripyat:

1. Books store. All Monoliths have been removed, and the antenna cannot be searched.

2. Anomaly "Vulcan". Added a marker to the location map.

3. Anomaly "Laza". Added a marker to the location map.

4. Department store. Tools removed.

5. Old KBO. Tools removed.

6. Kindergarten. The entrance to the building is open.

7. KBO Yubileiny. To get to X8 you need to go to the top of the building and turn on the generator, then go down to the bottom and go into the elevator, then you will immediately be transferred to X8.

8. River port. A Monolith member who allegedly prayed or something like that was removed.

9. Laundry. Everything is as it would have been if the game had been completed. The military has been removed and stalkers are now operating in Pripyat. Garik is removed and Uncle Yar does not repair.

Laboratory X8:

1. All documents have been removed.

2. The door to the room with ammunition is open. Overpass "Pripyat 1"

1. All gates and doors are open

2. Removed: “Zulu, Wano, Tramp, Sokolov” Now there is nowhere to click on the location. (Levers, buttons, etc. no longer work)

Readme for use

1. Transitions.

Icons for transitions between locations. In order to create a new icon for your

For a new transition, you need to spawn the transition and give it a story_id. To do this, write in the transition logic:

Story_id = your_story_id

Then go to gamedata\scripts\pda.script

Find line 304:

(target ="pri_to_jup_und", hint="pri_to_jup_und_name"),

Following her example, you can make your own icon, for this we create

New line immediately after 304:

(target = "your_story_id", hint="your_name"),

Don’t forget that we write the name in the form of a code, and its

The decryption is in gamedata\configs\text\rus\ui_st_pda.xml and the icon will be ready.

2. Spawn at locations. 1\2

For the convenience of modders, I

In the archive, along with gamedata, I uploaded the locations in SDK format with which I worked. For their

Works, throw these locations into X-Ray SDK Cop\editors\rawdata\levels\

But in order for it to work for you

There should already be unpacked locations “zaton, jupiter,

Pripyat, labx8, Jupiter_undegraund" in SDK format, but what I sent you must be copied with replacement.

For those who think they have to

To compile the entire location, I explain, you don’t have to do this if you create all the location folders in the editors\gamedata\levels\ folder and

Drop the standard level.ai there for

Each one. And then you can just go to SDK

When compiling, click Complite\complite_game and then

Just compile the spawn via a batch file. That's all!

3. Spawn on locations. 2\2

Regarding unpacking all.spawn, I would

I did not advise you to do this, since it is advisable to work in X-Ray SDK Cop. And so, when I checked, all.spawn was unpacked and packed.

Backwater:
1. Waste recycling station. The laptop and the two main mercenaries in exoskeletons have been removed.
2. Bridge named after. Preobrazhensky. All documents have been removed, the boxes with keys and the box with poison cannot be searched.
3. Substation workshops. There are no more mercenaries asking for food. Tools removed.
4. Refueling - "Claw" anomaly. A car lying in a cave cannot be searched.
5. Anomaly "Sosnodub". There is nothing near the skeleton.
6. VNZ "Circle". The path to the lair of bloodsuckers is immediately open (the elevator doors are open), the door leading to the lair itself has been completely removed. And the bloodsuckers themselves are not there.
7. Sawmill. Tools removed.
8. Burnt out farm. There is a cave underneath and Barge’s corpse lies there and his backpack is empty.
9. Anomaly "Cauldron". Removed stalkers asking for help.
10. Dredger. Removed Changed steering wheel.
11. Port cranes. The room where Tremor killed Capercaillie can be opened, but initially it will be locked; to open it, you can shoot the lock a couple of times with a Kalash and it will open.
12. Old barge. Noah doesn't say anything about helicopters.
13. Iron Forest. The door to the underground room is open. Documents on product No. 62 have been removed to the subways. There is no pseudogiant.
14. Skadovsk. The bandit who called for a chat is removed and the Sultan no longer offers work. Garmata, Krab and Gonta are immediately together at the table and do not offer work. Beard only talks about his life. You can only tell the owl for now. There are no stalkers: Koryaga, Tremor, Pilot, Cardan, Capercaillie.
Jupiter:
1. Cement plant. There are no more materials for Nitrogen lying around. Strelok's cache has been removed.
2. Quarry. Strelok's cache has been removed.
3. In the trailers near the Quarry you can immediately go to Morgan's warehouse.
4. Jupiter plant. Documents related to the trip to Pripyat 1 and others have been removed.
5. Jupiter plant. Removed the shooter's cache. + Nearby tools have been removed.
6. Jupiter plant. The elevator that lowered into the Overpass collapsed.
7. Checkpoint. There are no more bandits here.
8. Ventilation complex, Oasis. The Heart of the Oasis artifact is no longer available.
9. Container warehouse. Mityai is no longer held hostage. It's just a bandit camp. Their main bandit "Shishak" was removed.
10. Container warehouse. A group of lost Monoliths has been removed.
11. Air defense missile system "Volkhov". The note to Sokolov has been removed. The door to the warehouse has been removed. The large metal door at the bottom is immediately open.
12. Anomaly "Ashes". You can no longer search the drone.
13. Cooling tower. There are no more sounds of debtors asking to come out. When approaching the supposed location of the "spatial bubble" anomaly with the "Svagor" detector, nothing
is happening.
14. Stop. The well to Koryagi's cache is open. The cache cannot be searched.
15. Scientists' bunker. Herman does not offer tasks and can trade immediately. There is nothing to talk about with Novikov and Ozersky. Characters removed: Sokolov, Garik. The bunker is now guarded by stalkers. + Nearby tools have been removed.
16. Yanov. Now there are two technicians Cardan and Azoth, Cardan makes modifications to weapons, and Azot makes armor modifications. Removed: flint (Soroka), Mityaya group, Vano, Zulu, Uncle Yar and there is no longer Pilot.
Pripyat:
1. Books store. All Monoliths have been removed, and the antenna cannot be searched.
2. Anomaly "Vulcan". Added a marker to the location map.
3. Anomaly "Laza". Added a marker to the location map.
4. Department store. Tools removed.
5. Old KBO. Tools removed.
6. Kindergarten. The entrance to the building is open.
7. KBO Yubileiny. To get to X8 you need to go to the top of the building and turn on the generator, then go down to the bottom and go into the elevator, then you will immediately be transferred to X8.
8. River port. A Monolith member who allegedly prayed or something like that was removed.
9. Laundry. Everything is as it would have been if the game had been completed. The military has been removed and stalkers are now operating in Pripyat. Garik is removed and Uncle Yar does not repair.
Laboratory X8:
1. All documents have been removed.
2. The door to the room with ammunition is open. Overpass "Pripyat 1"
1. All gates and doors are open
2. Removed: “Zulu, Wano, Tramp, Sokolov” Now there is nowhere to click on the location. (Levers, buttons, etc. no longer work)


Mod Freeplay 0.5 for Call of Pripyat

In this (already the 5th) version of the “Freeplay for Call of Pripyat” mod we can see the following changes/updates:

Version 0.5 Full:

Bleeding does not stop over time and causes more damage.
- I want to eat more often.
- The starting set of the GG has been changed. Now this is truly a novice stalker's kit.
- The number of stalkers and mutants in the simulation of life in Pripyat has been increased. Fixed a bug when mercenaries did not spawn in Pripyat.
- Now maps of the area between “Yanov” and “Skadovsk” are a separate item, but they can also be given to Pilot and he will give you a discount. The map can be found from one of the stalkers on Zaton.
- Added new sleeping places to Noah’s barge and to the stalkers’ camp in Pripyat.
- Bugs with new tasks have been fixed: icons have been replaced, errors in dialogues and scripts have been fixed. Some rewards have been changed.
- Added long quest about the laboratory in Pripyat. You need to talk to Bard.
- Radiation now has a stronger effect on the GG’s body.
- Fixed a bug with the sight on the FN 2000. Author: Russianwarhead.
- Fixed a bug with the eyes of mutants on the speaker.
- Added dynamic single anomalies.

Version 0.1:
- Removed introductory video. (Xiani)
- The issue of tasks about helicopters at the start of the game has been removed. (Xiani)
- The dialogue thread about fallen helicopters from bandits, stalkers, Svoboda and Dolgovtsy has been removed.
- Removed the issue of the task about "Skadovsk" after the question about the nearest stalker camp.
- Now it’s not a Free Stalker, but a Loner.
- In the main menu the inscription " A new game" replaced with "Freeplay".
- Now the GG's name is Stalker, the Loner group.
- The game starts at 7:30 at Skadovsk.
- Removed the dialogue thread about the passage to the plateau to the helicopter from Noah. Noah has only one artifact, a compass, and no PDA.
- Removed the dialogue thread about helicopters from Sych.
- Now the GG is not automatically sent to the warriors upon entering Pripyat. Disabled the automatic scene of the first conversation with Kowalski.
- Replaced the original 100 tips with quotes from the books of the STALKER series. (Verwolf)
- Added a fix for the "Svarog" detector. The artifact point has been replaced with red, the anomaly is only a circle (anomalous zone indicator) (UnCheat)
- Added third person view.
- Corrected flashlight. (Axellerator)
- On Zaton, three helicopters in the anomalies “Iron Forest”, “Swamp” and on the plateau cannot be inspected. There are no corpses of warriors.
- Two helicopters in the Vicinity of Jupiter can no longer be inspected. There are no corpses of warriors. - The starting inventory of the GG has been changed.

Version 0.2:
- The Tremor assortment has been corrected.
- You can go to the Zulu with a weapon.
- There is no assignment to find a way to Pripyat.
- The starting location has been changed.
- Added transitions Zaton-Yanov and Yanov-Zaton. Displayed on the PDA map.
- Starting inventory has been corrected.
- Real names and descriptions of weapons.
- Replaced rail texture. Now they are rusty. (TIREX)
- The Hawaiian assortment has been corrected.
- Added obituary messages.
- Added transitions Yanov-Pripyat and Pripyat-Yanov. Displayed on the PDA map.
- Added new products that have real prototypes. (Zubra)
- Changed the ratio of food saturation and the rate of starvation of the GG. (Zubra)
- Changed the names of medications to real ones (where possible). (Zubra)
- The parameters of the effects of medications have been changed based on the capabilities of the prototypes. (Zubra)
- New medications have been introduced that have real prototypes. (Zubra)
- Changes have been made to the system for spawning food and medicine for NPCs. (Zubra)
- Changing the visual of the actor depending on the helmet and costume he is wearing. (Mechanic, Shoker, Antnigm)
- The visual of the “Barrier” helmet has been replaced for logical reasons (there is no point in wearing only a helmet from a suit with a closed breathing system, without the suit itself - it will not be able to provide the necessary protection to the wearer), and its bullet resistance has also been increased. (Mechanic, Shoker, Antnigm)
- Visuals of the actor in the Seva jumpsuit and exoskeleton have been changed to variants with a helmet on. (Mechanic, Shoker, Antnigm)
- Corrected some standard actor visuals. (Mechanic, Shoker, Antnigm)
- The original schemes for helping the wounded and searching corpses have been corrected. (Rulix aka Bak)
- Included a cleaner for monster corpses and a cleaner for extra guns from NPCs. (Rulix aka Bak)
- Added new AI schemes for NPCs. (Rulix aka Bak)

Version 0.21:
- Fixed many dialogues, descriptions and quests.
- The military camp in Pripyat is now a stalker camp. Dialogues, icons, visuals, weapons, voice acting, names have been changed.
- Lieutenant Sokolov is now Shum’s stalker. Dialogues have been changed.

Version 0.3:
- Changed the dialogue of the first conversation with Kowalski. Now he simply tells you about life in Pripyat.
- Re-equipped Shuma. His story has been changed.
- Some monsters have increased movement speed and health.
- Partially added the “This Crazy Zone” mod from Shoker.
- The binoculars do not highlight NPCs and mutants with a frame.
- The Gauss cannon is now an absolute weapon in terms of strength.
- The corpse cleaner script has been fixed.
- Added a mutant corpse cleaner. (from AMK forum)
- The starting set of the GG has been changed.
- For all groups, anecdotes from the CN and TC, which were not in the ZP, have been added.
- The less health, the worse the GG. He feels dizzy, sees double, etc.
- Ordinary grass has been replaced with beautiful grass from the LURK mod for PM.

Version 0.4 beta:
- GG is more difficult to notice a grenade.
- Increased the accuracy of NPCs.
- Changed some names of stalkers in Pripyat.
- The pseudo-giant and chimera have become less vulnerable to bullet hits.
- Now it’s very dangerous in Pripyat! The only stalker camp is located in the laundry building. Freedom, Duty and Mercenaries staged a showdown in the city.
- Shuma's story has been reworked. Added interesting dialogue.
- Added quests for stalkers in Pripyat:
1) Validol (military medic in the laundry) - Bring medications. Works 100%.
2) The “Unknown Weapon” quest has been completely rewritten. Now, when you find Gauss after the assault on the Monoliths in Pripyat, go and talk to Bard (Kowalski). Then the quest will be activated.
3) Added new quest technique. The quest is simple, but you will have to run.
- Added two quests for Beard. They work 100%.
- Added new dialogue to Bard (Kowalski).
- The dialogue about the Noah plateau has been returned. (dialogue slightly changed)
- No story missions about the plateau. We get to the plateau as usual, through Noah.
- The corpse of one warrior in the snorks’ lair on the plateau has been replaced with the corpse of a lone warrior. (if there’s a lair there, shouldn’t they just eat goblins?)
- Fixed an error in the Pripyat-Yanov transition. Now you end up on Yanov, and not on the backwater, as before.
- Added a new quest to Noah.

SZA Freeplay MOD
+Screenshots
THE MOST IMPORTANT THING IS THAT THERE ARE NO QUESTS IN THE GAME AT ALL. AND DON'T TRY TO GET TO THE SOUTH PLATEAU THROUGH TELEPORT OR USING CHEATS, DON'T EVEN THINK OF GOING THERE!!! OTHERWISE YOU WILL HAVE AN ENDLESS QUEST!!! It's not my fault. These are shortcomings of Stalker Grez.
Backwater:
1.Waste recycling station. The laptop and two main mercenaries in exoskeletons have been removed.
2. Bridge named after. Preobrazhensky. All documents have been removed, the boxes with keys and the box with poison cannot be searched.
3.Substation workshops. There are no more mercenaries asking for food. Tools removed.
4. Gas station - "Claw" anomaly. A car lying in a cave cannot be searched.
5. Anomaly "Sosnodub". There is nothing near the skeleton.
6.VNZ "Circle". The path to the lair of bloodsuckers is immediately open (the elevator doors are open), the door leading to the lair itself has been completely removed. And the bloodsuckers themselves are not there.
7. Sawmill. Tools removed.
8. Burnt out farm. There is a cave under him and there lies the corpse of Barge and his backpack is empty. (Simplified game MOD ver. 0.1 Now the corpse of Barge is not there at all.)
9. Anomaly "Cauldron". Removed stalkers asking for help.
10.Dredger. Removed Changed steering wheel.
11.Port cranes. The room where Tremor killed Capercaillie can be opened, but initially it will be locked; to open it, you can shoot the lock with a Kalash rifle a couple of times and it will open. (Simplified game MOD ver. 0.1 the safe that is there cannot be opened.)
12.Old barge. Noah doesn't say anything about helicopters. (Simplified game MOD ver. 0.1 if you kill him, you won't find anything valuable.)
13.Iron Forest. The door to the underground room is open. Documents on item No. 62 have been removed from the subway. There are no zombies and Pseudo-Giant.
14. Skadovsk. The bandit who called for a chat is removed and the Sultan no longer offers work. Garmota, Krab and Gonta are immediately together at the table and do not offer work. Beard only talks about his life. You can only tell the owl for now. There are no stalkers: Koryaga, Tremor, Pilot, Cardan, Capercaillie.
Jupiter:
1. Cement plant. There are no more materials for Nitrogen lying around. Strelok's cache has been removed.
2. Quarry. Strelok's cache has been removed.
3.In the trailers near the Quarry you can immediately go to Morgan’s warehouse. (Simplified game MOD ver. 0.1 there is empty there.)
4. Jupiter plant. Documents related to the trip to Pripyat 1 and others have been removed.
5. Jupiter plant. Removed the shooter's cache. + Nearby tools have been removed.
6. Jupiter plant. The elevator that lowered into the Overpass collapsed.
7. Checkpoint. There are no more bandits and the leader of the Jack.
8.Ventilation complex, Oasis. The Heart of the Oasis artifact is no longer available. But the game saves the game and there is nothing wrong with that.
9. Container warehouse. Mityai is no longer being held hostage. It's just a bandit camp. Their main bandit "Shishak" was removed.
10. Container warehouse. A group of lost Monoliths has been removed.
11.SAM "Volkhov". The note to Sokolov has been removed. The door to the warehouse has been removed. The large metal door at the bottom is immediately open. (Simplified game MOD ver. 0.1 it’s empty there.)
12. Anomaly "Ashes". You can no longer search the drone.
13.Cooling tower. There are no more sounds of debtors asking to come out. When approaching the supposed location of the “spatial bubble” anomaly, nothing happens to the “Svarog” detector. =)
14. Stop. The well to Koryagi's hiding place is open. The cache cannot be searched, it is locked.
15. Scientists' bunker. Herman does not offer tasks and can trade immediately. There is nothing to talk about with Novikov and Ozersky. Characters removed: Sokolov, Garik. The bunker is now guarded by stalkers. + Nearby tools have been removed.
16. Yanov. Now there are two technicians Cardan and Azoth, Cardan makes weapon modifications, and Azoth makes armor modifications. Removed: flint (Magpie), Mityaya group, Vano, Zulu, Uncle Yar and no more Pilot.(Simplified game MOD ver. 0.1 Immortal Cardan)
Pripyat:
1. Books store. All Monoliths have been removed, and the antenna cannot be searched.
2. Anomaly "Vulcan". Added a marker to the location map.
3. Anomaly "Laza". Added a marker to the location map.
4.Department store. Tools removed.
5.Old KBO. Tools removed.
6.Kindergarten. The entrance to the building is open.
7.KBO Yubileiny. To get to X8 you need to go to the top of the building and turn on the generator, then go down to the bottom and go into the elevator, then you will immediately be transferred to X8. (Simplified game MOD Ver. 0.1 Barchuk was lying near the elevator and now he’s not lying there.)
8. River port. A Monolith member who allegedly prayed or something like that was removed.
9. Laundry. Everything is as it would be if the game was completed. The military has been removed and stalkers are now operating in Pripyat. Garik has been removed (Simplified game MOD ver. 0.1 lie, he is there and hangs around on the 2nd floor of the laundry behind Colonel Kovalsky’s office or sits downstairs with the stalkers.) and Uncle Yar does not repair.
Laboratory X8:
1. All documents have been removed.
2. The door to the room with ammunition is open. (Simplified game MOD ver. 0.1 now there is no equipment there.)
Overpass "Pripyat 1":
1. All gates and doors are open
2. Removed: “Zulu, Wano, Tramp, Sokolov” Now there is nowhere to click on the location. (Levers, buttons, etc. no longer work) (Simplified game MOD ver. 0.1 Stalker Grez forgot to write about the Monoliths, they are not there either.)

Simplified game MOD ver. 0.1
Weapons:
1. Now in the game there are only PM, “RG-6m”, RPG-7u, SVDm-2 (old texture), SVU2-A, Knife, AKS-74/2 (old texture), I removed the rest of the weapons, they are not very good fits into the EXCLUSION ZONE.
2.Weapons cannot be upgraded since they have already been improved, that is, the characteristics of the weapon are the same as with a full upgrade in the literal sense of the word.
3.All weapons can be purchased from merchants.
4. The weapon does not break, but on the contrary, it is repaired on its own if, for example, you shoot with it.
5.You can attach any addons to weapons.
6. For weapons with an integrated sight such as RPG-7u, SVDm-2, SVU2-A, the zoom can be adjusted.
7.The SVU2-A has an integrated muffler.
8.Cartridges do not break weapons.
9.Now you can run with RPG-7u and RPG-7u has become more powerful.
10. Vog-25, OG-7V, hand and +smoke grenades have become more powerful.
11.All weapons are 2 times cheaper.
12. Now the PM, RG-6m, RPG-7u, SVDm-2, AKS-74/2 have the sound of a shot from a PM.
13. I changed the weapon icons for the SVD and AKS-74/2 to my own, they are in the favorite weapons section or during repair when you click on the weapon.
14.Now the AKS-74/2 fires 7x62 cartridges.
Costumes:
1.Now in the game there is only the Exoskeleton, SEVA Overalls, Tactical Helmet, Barrier Helmet, Gas Mask, Zarya Overalls.
2. Costumes cannot be upgraded since they have already been improved, that is, the characteristics of the suit are the same as with a full upgrade in the literal sense of the word.
3.All costumes can be purchased from merchants.
4. Suits and helmets do not break, but rather are repaired if, for example, you shoot at them or go into some kind of anomaly (if you manage to break them).
5. Sometimes some suits and helmets (for some reason they break down by one percent and cost 1 ruble less, but if you take it off, throw it away and shoot it, everything will come back.)
6.All costumes have 5 slots for artifacts.
7.You can wear a helmet with the Sev suit.
8. All costumes cost 1.5 times more expensive.
Artifacts:
1. All artifacts have the same characteristics as in Clear Sky.
2.All artifacts cost 2x times more.
3. Scientists buy the most expensive artifacts, at half the price.
Merchants:
1.Traders buy and sell any goods at almost the same price, that is, I sold a Kalash for 4,000 rubles. , without cartridges inside, but bought for 4081 Rubles with cartridges inside.
2.The assortment sold by merchants has been changed.
3.Now you can buy smoke grenades.
3. Uncle Yar doesn’t do repairs, but he has endless money and you can sell him whatever you want. (He’s immortal)
4.All traders buy equipment in any condition. (Stalkers too.)
Achievements:
There are only 4 achievements you can get in this mod.
1. Seeker, you need to find all types of artifacts: except for the Compass, the Heart of the Oasis, the Altered Helm, the Altered Insulator and the Anomalous Plant.
2. An experienced stalker, you need to visit most of the known anomalies.
3. Wealthy client, you need your amount of money to be 500,000 rubles.
4.Marked by the zone, you need to survive three emissions using anabiotics.
NPC:
1.All stalkers are rearmed.
2.Now NPCs can heal wounded friends and neutrals if they have a first aid kit, and NPCs can also heal themselves if they are more than half wounded (again, if they have a first aid kit). Treatment occurs in a calm environment in the absence of an enemy.
3.Use of first aid kits and bandages. The NPC is able to eat a first aid kit if he is low on health, or a bandage if he is bleeding.
4.Weapon manager. The script controls the choice of NPC weapons. Now the NPC is able to determine best weapon; Depending on the enemy, the distance to him, the number of cartridges in the magazine, he selects a more suitable weapon. For example, from afar he will shoot from sniper rifle, nearby will switch to a machine gun or a pistol, if available, if the cartridges run out, he can get another gun, etc.
5. Reloading weapons. NPCs reload their weapons after battle if necessary.
6. Shooting from under-barrel grenade launchers. If an NPC has become the happy owner of a rifle with a grenade launcher, he will use it, but only if it is safe for himself, and he will try not to hurt his own people.
7. Punch to the face. The NPC hits all enemies who are unlucky enough to be nearby with his butt.
8. Bandaging. If an NPC is wounded in battle, then, once in cover, he will take out a bandage and use it for its intended purpose.
9.Putting on addons. NPCs can attach addons to their weapons: optical sight, silencer, grenade launcher.
10. Don’t shoot at your own people. If a friend is in the line of fire, the NPC stops firing and changes position.
11.Anti-fun funeral service. NPCs who are on vacation (at a campfire, for example) can drag aside the corpses of people and animals; Due to engine limitations, this is not always done, unfortunately. But such situations are rare.
12.The generation of ammo, food, boosters, and medicines in NPC corpses has been changed.
Locations:
1.To go to other locations you need to go to the blue arrow which can be found on the map in the PDA.
2. Almost all static objects are missing in all locations, that is, medicines, food, boosters, cartridges, and weapons.
3. Now the signs of an outburst are disabled, the voices of bartenders or anyone else have been removed, the tasks to find shelter and wait out the outburst have also been removed. Look for shelter yourself.
4.Now there is no need to remove weapons in stalker camps. But be careful because you can kill some characters and if you throw grenades at the base you can turn off the lights so be careful.
5. The fog in locations has been almost completely removed, you can see much further.
6.Location IS LOADED TO THE END.
7. There are no hiding places in the game at all.
8.Emissions occur less frequently.
9.Near the helicopter in the swamps on the backwater, you cannot search the box.
10.In the overpass near the exit to Pripyat, you cannot search the box in the room with two zombies.
11.Now there are no mines near the helipads on Jupiter.
12. The weather has changed, now it will be cloudy all the time.
Little things:
1.Now you can’t order from Shustroy unique weapon and armor.
2.Medicines, food and boosters cost 2x times cheaper
3.Now the flashlight shines further and brighter.
4.Now there is a sleeping bag in the game.
5.Inventory HUD is a bit transparent.
6.Now there is no description for all weapons, medicines, boosters, food, costumes, ammunition and artifacts.
7. It is possible to take the coordinates of the GG, (if suddenly someone needs it) for this, during the game, go to the menu and press the “A (f)” key, all the coordinates are received, take a screenshot or transfer it to paper.
8.Added ammo repacker. To work faster, you need to remove everything from your hands and throw away the cartridges, then we pick them up, again, and everything is ready, the cartridges are repacked or just wait for them to repack themselves.
9.Now there is a little more blood.
10.The sight has been reduced.
11.Now you can drag the corpses of stalkers, but this is a very buggy thing, press F+Lshift by default.
12,100 zone survival tips have been replaced with periods and colons.

BIG THANK YOU to Stalker Grez for his mod and video tutorials on YouTube from his channel on SDK v0.7, ACDC and All.spawn
How to install the mod. you need to move the gamedata to the main folder with the game, and you also need to make sure that you do not have any mod, otherwise my mod will not work.
Uninstallation: To remove the mod you need to delete the gamedata in the game folder.
HAVE A GOOD GAME!!!

The introductory video has been removed. (Xiani)
- The issue of tasks about helicopters at the start of the game has been removed. (Xiani)
- The dialogue thread about fallen helicopters from bandits, stalkers, Svoboda and Dolgovtsy has been removed.
- Removed the issue of the task about "Skadovsk" after the question about the nearest stalker camp.
- Now it’s not a Free Stalker, but a Loner.
- In the main menu, the inscription "New game" has been replaced with "Freeplay".
- Now the GG's name is Stalker, the Loner group.
- The game starts at 7:30 at Skadovsk.
- Removed the dialogue thread about the passage to the plateau to the helicopter from Noah. Noah has only one artifact, a compass, and no PDA.
- Removed the dialogue thread about helicopters from Sych.
- Now the GG is not automatically sent to the warriors upon entering Pripyat. Disabled the automatic scene of the first conversation with Kowalski.
- Replaced the original 100 tips with quotes from the books of the STALKER series. (Verwolf)
- Added a fix for the "Svarog" detector. The artifact point has been replaced with red, the anomaly is only a circle (anomalous zone indicator) (UnCheat)
- Added third person view.
- Corrected flashlight. (Axellerator)
- On Zaton, three helicopters in the anomalies “Iron Forest”, “Swamp” and on the plateau cannot be inspected. There are no corpses of warriors.
- Two helicopters in the Vicinity of Jupiter can no longer be inspected. There are no corpses of warriors.
- The starting inventory of the GG has been changed.

V 0.2
- The Tremor assortment has been corrected.
- You can go to the Zulu with a weapon.
- There is no assignment to find a way to Pripyat.
- The starting location has been changed.
- Added transitions Zaton-Yanov and Yanov-Zaton. Displayed on the PDA map.
- The starting inventory has been corrected.
- Real names and descriptions of weapons.
- Replaced rail texture. Now they are rusty. (TIREX)
- The Hawaiian assortment has been corrected.
- Added obituary messages.
- Added transitions Yanov-Pripyat and Pripyat-Yanov. Displayed on the PDA map.
- Added new products with real prototypes. (Zubra)
- Changed the ratio of food saturation and the rate of starvation of the GG. (Zubra)
- Changed the names of medications to real ones (where possible). (Zubra)
- The parameters of the effects of medications have been changed based on the capabilities of the prototypes. (Zubra)
- New medications have been introduced that have real prototypes. (Zubra)
- Changes have been made to the system for spawning food and medicine for NPCs. (Zubra)
- Changing the visual of the actor depending on the helmet and costume he is wearing. (Mechanic, Shoker, Antnigm)
- The visual of the “Barrier” helmet has been replaced for logical reasons (there is no point in wearing only a helmet from a suit with a closed breathing system, without the suit itself - it will not be able to provide the necessary protection to the wearer), and its bullet resistance has also been increased. (Mechanic, Shoker, Antnigm)
- Visuals of the actor in the Seva jumpsuit and exoskeleton have been changed to variants with a helmet on. (Mechanic, Shoker, Antnigm)
- Corrected some standard actor visuals. (Mechanic, Shoker, Antnigm)
- The original schemes for helping the wounded and searching corpses have been corrected. (Rulix aka Bak)
- Included a cleaner for monster corpses and a cleaner for extra guns from NPCs. (Rulix aka Bak)
- Added new AI schemes for NPCs. (Rulix aka Bak)

Fixed many dialogues, descriptions and quests.
- The military camp in Pripyat is now a stalker camp. Dialogues, icons, visuals, weapons, voice acting, names have been changed.
- Lieutenant Sokolov is now Shum’s stalker. Dialogues have been changed.

V 0.3
- Changed the dialogue of the first conversation with Kowalski. Now he simply tells you about life in Pripyat.
- Re-equipped Shuma. His story has been changed.
- Some monsters have increased movement speed and health.
- Partially added the “This Crazy Zone” mod from Shoker.
- The binoculars do not highlight NPCs and mutants with a frame.
- The Gauss cannon is now an absolute weapon in terms of strength.
- The corpse cleaner script has been fixed.
- Added a mutant corpse cleaner. (from AMK forum)
- The starting set of the GG has been changed.
- For all groups, anecdotes from the CN and TC, which were not in the ZP, have been added.
- The less health, the worse the GG. He feels dizzy, sees double, etc.
- Ordinary grass has been replaced with beautiful grass from the LURK mod for PM.

V 0.4 beta
- GG is more difficult to notice a grenade.
- Increased the accuracy of NPCs.
- Changed some names of stalkers in Pripyat.
- The pseudo-giant and chimera have become less vulnerable to bullet hits.
- Now it’s very dangerous in Pripyat! The only stalker camp is located in the laundry building. Freedom, Duty and Mercenaries staged a showdown in the city.
- Shuma's story has been reworked. Added interesting dialogue.
- Added quests for stalkers in Pripyat:
1) Validol (military medic in the laundry) - Bring medications. Works 100%.
2)The quest “Unknown Weapon” has been completely rewritten. Now, when you find Gauss after the assault on the Monoliths in Pripyat, go and talk to Bard (Kowalski). Then the quest will be activated.
3) Added a new quest technique. The quest is simple, but you will have to run.
- Added two quests for Beard. They work 100%.
- Added new dialogue to Bard (Kowalski).
- The dialogue about the Noah plateau has been returned. (dialogue slightly changed)
- There are no story missions about the plateau. We get to the plateau as usual, through Noah.
- The corpse of one warrior in the snorks’ lair on the plateau has been replaced with the corpse of a lone warrior. (if there’s a lair there, shouldn’t they just eat goblins??)
- Fixed an error in the Pripyat-Yanov transition. Now you end up on Yanov, and not on the backwater, as before.
- Added a new quest to Noah.

V 0.5 Full
- Bleeding does not stop over time and causes more damage.
- I want to eat more often.
- The starting set of the GG has been changed. Now this is truly a novice stalker's kit.
- The number of stalkers and mutants in the simulation of life in Pripyat has been increased. Fixed a bug when mercenaries did not spawn in Pripyat.
- Now maps of the area between “Yanov” and “Skadovsk” are a separate item, but they can also be given to Pilot and he will give you a discount. The map can be found from one of the stalkers on Zaton.
- Added new sleeping places to Noah’s barge and to the stalkers’ camp in Pripyat.
- Bugs with new tasks have been fixed: icons have been replaced, errors in dialogues and scripts have been fixed. Some rewards have been changed.
- Added a long quest about the laboratory in Pripyat. You need to talk to Bard.
- Radiation now has a stronger effect on the GG’s body.
- Fixed a bug with the sight on the FN 2000. Author: Russianwarhead.
- Fixed a bug with the eyes of mutants on the speaker.
- Added dynamic single anomalies.



Thousand