Story mod large zone. S.T.A.L.K.E.R.: Shadow of Chernobyl "Big Zone"

Title: Big Zone Stalker Shadow of Chernobyl

“Big Zone” - with this name a new modification developed for the game Stalker Shadows of Chernobyl has been released, which adds 7 new story branches, a huge number of locations and quests. The mod offers the player an interesting and non-linear plot that can only be described as an investigation that the Shooter has to carry out. During the passage of the Big Zone mod, you will have to complete quests borrowed from such mods as Doomed City and People's Solyanka, which have been completely changed and adapted to the new plot. Additionally, transport and military equipment have been added to the mod.

About the plot of the Big Zone mod:

Many years after the first disaster in the early 90s after the collapse of the USSR, Russia was going through hard times and was greatly weakened. At this time, a group of Western scientists arrives on the territory of Ukraine, under the guise of studying the radiation background inside the Chernobyl station and its adjacent territories. But the measurement of background radiation was a legend; scientists pursued far different goals. The group of scientists was under the patronage of the CIA and other US intelligence agencies. They managed to enter the territory of the Exclusion Zone thanks to the substantial financial investments that the special services made into the treasury of Ukraine, in return for which they were issued passes for the perimeter. After the appearance of Western scientists in the Zone, work began on restoring a number of scientific laboratories. In these laboratories they began to develop various types of biological weapons in the form of mutants and viruses, and experimental development of artificial intelligence and android robots was carried out. At the same time, the development of weapons based on electromagnetic radiation was carried out, these included Gauss guns, both manual and stationary. Laboratories for the creation of gauss guns were located on Zaton and the X-18 laboratory. Work continued to continue the HAARP experiment, which opened up the possibility of connecting to the earth's noosphere. Powerful antennas were installed in the territories of Generators and Chernobyl NPP 2, and one of the surviving reactors was launched. In parallel with the project, which was supervised by the intelligence services, scientists created their own project called O-Consciousness.

In 2006, the experiment got out of control: the reactor was launched at maximum power, all the generated energy was directed to the antennas, the radiation of which in turn provoked a powerful release. This emission became the creator of the current anomalous zone. Almost all the scientists from “O-Consciousness” disappeared, some people turned into mutants, most of the laboratories were destroyed. It later turned out that some scientists managed to survive.

The United States convinced the Ukrainian government that it was not involved in what happened. At the UN meeting, a decision was made to establish military control on the territory of the Exclusion Zone. The southern part of the Zone remained under the jurisdiction of the Ukrainian military, and the northern half was taken under control by NATO troops. The CIA intelligence services managed to contact the “new” scientists. An unofficial agreement was concluded between them, according to which the CIA provided the scientists with patronage and security, and they, in turn, continued their development but on them. The Monolith detachment was created. This detachment was recruited mainly from former military personnel, who were “brainwashed” and indoctrinated with the myth of the monolith. The Monolith itself looked like a block of stone, inside of which a generator of electromagnetic and sound vibrations was installed, operating at frequencies that coincided with the frequency of the human brain.

According to the plot, in his investigation, Strelok will visit Jupiter, Zaton and Eastern Pripyat before the arrival of Major Degtyarev and will do almost the same investigation into the appearance of a secret weapon in the zone (by looking ahead, Strelok will not get to the bottom of the truth). There will be 2 options to get to Chernobyl Nuclear Power Plant-1: if you do not complete the story on Jupiter and Zaton, then the passage will not change, and if you do, they will help you.

Main changes:

New plot - the main plot of the game Stalker Shadows of Chernobyl, plus 7 new plot branches. As in the original, the ending of the game takes place at the wish fulfiller or at Chernobyl Nuclear Power Plant 2. New storylines do not intersect with the main plot.

New quests. The game presents quests of varying complexity; along with complex ones, there will also be simple tasks such as bring items, kill a stalker, etc.. In almost every location there will be characters from whom you can take tasks.

53 new locations.

14 factions

Transport is included in the game.

The Military group is armed with military equipment: helicopters, armored personnel carriers and tanks.

Free movement throughout the Zone; transitions are open in all game locations.

In addition to the Pripyat 1 Overpass location, all other locations are involved in the plot.

The map of the Zone has been adjusted, the locations on it are located in a new way.

The Chernobyl locations and the quests present in them were taken from the Doomed City modification. The plot and quests were moved and adapted to the new plot.

Some quests were transferred from Narodnaya Solyanka, the quests were completely changed and laconically fit into the new plot.

Many characters have had their visuals changed.

Sleep in the game is implemented using a sleeping bag.

Added ejection to the game.

53 game locations have been added to the game:

Test site, Western district of Pripyat, Secret laboratory, Dead city, Eastern district of Pripyat, Laboratory X-18, ATP, Kolkhoz Chervone drawbar, Swamps, Air defense station, Unexplored land, Chernobyl NPP-2, Warlab, Generators, Army warehouses, Industrial zone, Forgotten forest , Grove, Cordon, Dark Valley, Laboratory X-16, Old Village, Hospital, Bunker (X-10), Amber, Agroprom Dungeons, Landfill, Wild Area, Labyrinth, Backwater, Mysterious Laboratory, Dark Hollow, Laboratory X-8, Sarcophagus, Chernobyl-1, Agroprom Research Institute, Radar, Swamps, Pripyat-1 Overpass, Cave, Bar, Jupiter, Limansk, Dressing Room, Chernobyl (beautiful), Red Forest, Chernobyl (main), Hidden Road, Chernobyl (cemetery), Laboratory X-14, Chernobyl (market), Digger's Mine.

Groupings:

Freedom, Environmentalists, Ukrainian Military, Clear Sky, NATO Military, Zombies, Nazis, Last Day, Mercenaries, Merchants, Bandits, Stalkers, Monolith, Debt.

Problems in fashion:

Not always, it crashes when moving from one location to another. The autosave loads normally.

New, and most other (ordinary) NPCs do not have icon coordinates written down (they will all have the Bartender’s face).

Merchants pick up the weapons they have for sale. I tried to fix this bug, but I can only check it during the game, because... traders often do not immediately reset their inventory.

Quests are not completed. There will be no hints. All information is in the dialogues.

I've played through the game twice and everything seems to be working.

NVGs do not work, it is better not to turn them on.

In Chernobyl and at the Lobby Room, sometimes the release does not end, i.e. it ends, but there is no message about its end and the shelter marks do not disappear on the mini map. I replayed from an early save - everything was fine.

Sometimes dead NPCs or trunks fall under the textures.

Sometimes a crash occurs when a monster (at spawn) or the trunk of a killed NPC (I don’t know why this happens) falls outside the location. We just replay from an early save and that’s it.

What changed:

Most crashes and non-connections have been fixed.

In some locations there are actually no ejection shelters. Some more repairmen have been added to the game (they repair after completing some tasks for them).

I edited the lethality of the trunks and the lives of monsters, adjusted the body kits on all the trunks.

The guide has been corrected.

Flights have been fixed in Chernobyl.

Treason traders, so as not to dump inventory, but it is not possible to check, because... they throw it off during the game.

Added cleaner, removes everything except trunks. Therefore, during the game try to hide the trunks of NPCs you kill in their inventory, otherwise in the future you will be haunted by a crash due to the overflow of items in the game.

Download game repack + mod Big Zone - new version from Torrent - Link

Shadow of Chernobyl - 1.0004

1. Copy the contents of the folder from the archive to the directory with the installed game.
(example path: D:/Games/S.T.A.L.K.E.R.: Shadow of Chernobyl)
2. Install a fix. NONE is not needed, be sure to put:
Link.
3. Play.

The main plot of PM remains and the whole game also ends with the wish-granter or Chernobyl Nuclear Power Plant-2. Plus you have to (optional, since it does not intersect (by information pistons) with the main plot) to go through 7 more plot branches. In general, the plot turned out as follows. After the first disaster, many years later (when the USSR disappeared and Russia was greatly weakened in the early 90s, scientists from the West arrived in Ukraine to study the radiation background around and at the Chernobyl nuclear power plant itself. But in fact, these scientists began to do completely different things. Themselves these scientists were under the patronage of the CIA and other secret forces of the United States. They offered a substantial sum to the treasury of Ukraine and they allowed them into the territory of the Zone. The territory of the Zone is large, abandoned and, moreover, not far from the border of enemy Russia. A number of laboratories were rebuilt and restored on the territory of the Zone Work began on the creation of biological weapons (monsters, viruses), artificial intelligence (robots, androids), weapons based on EM radiation (Gauss gun - manual and high power (at Zaton and X18)). Work began to continue the HAARP experiment ( but the scientists behind it saw another opportunity, namely the opportunity to connect to the noosphere of the planet).Powerful antennas were built at Chernobyl NPP-2 and on the territory of the Generators. At Chernobyl NPP they launched one of the reactors, which was in the most favorable condition. In parallel with the interests of the American intelligence services, scientists worked on their own projects, one of which was called “O-Consciousness”. In 2006, the experiment got out of control: the reactor was launched at maximum power and all of it was sent to emit antennas, thereby generating a powerful emission that created the current anomalous Zone. All scientists from "O-Consciousness" disappeared, most people turned into monsters, some laboratories were destroyed. But some scientists still managed to survive. The US government managed to convince the Ukrainian government of its innocence in what happened. At a UN security meeting, it was decided to take the territory of the Zone under military control: the southern half of the Zone remained with the Ukrainian military, and the northern part was guarded by NATO military. The CIA managed to establish contact with the “new” scientists (who became part of the Noosphere). An informal agreement was concluded between them under which the CIA provided security for the scientists, and they, in turn, continued to work for them. The Monolith detachment was created. These are former military men who were brainwashed and indoctrinated with the myth of the monolith. The monolith itself is of artificial origin. From the outside it looks like a huge block of stone, and inside there is a generator of sound and electromagnetic waves at the frequency of the human brain. Work at the Chernobyl nuclear power plant continued until Strelok arrived!
The mod also contains many simple tasks like: bring this, kill that, etc. In almost every location there will be some character with a task for you. In my mod, it turns out that the shooter will visit Zaton, Jupiter and eastern Pripyat before Degtyarev arrives. And he will do almost the same investigation about the secret weapon (but will not get to the truth). Entering the Chernobyl Nuclear Power Plant-1 also has 2 options: if you do not complete the plot of Jupiter and Zaton, then it will be as usual, and if you pass, they will help you.

Peculiarities.

1. There is transport in the game.
2. The military has military equipment: tanks, armored personnel carriers, helicopters.
3. Transitions to all locations are open.
4. All locations are populated and involved in the plot (except for the Pripyat-1 overpass, the location is populated, but it is only mentioned in the plot)
5. 5 locations of Chernobyl - these are locations from the Doomed City mod. I also transferred the plot from there and remade it to suit my theme.
6. I borrowed a few tasks from Narodnaya Solyanka and also remade them to suit my plot.
7. Lots of NPC visuals. I bought most of the models here.
8. Maybe something else, you won’t remember everything.
All locations on the global map are located in a new way.


Locations.

1. Cordon
2. Landfill
3. Research Institute Agroprom
4. Dungeons of Agroprom
5. Dark Valley
6. Laboratory X18
7. Bar
8. Wild territory
9. Amber
10. Laboratory X16
11. Army warehouses
12. Radar
13. Western region of Pripyat
14. Chernobyl NPP-1
15. Sarcophagus
16. Secret laboratory
17. Chernobyl NPP-2
18. Bunker (X10)
19. ATP
20. Cave
21. Forgotten Forest
22. Unexplored land
23. Labyrinth
24. Limansk
25. Hospital
26. Generators
27. Warlab
28. Red Forest
29. Old village
30. Swamps
31. Dead City
32. Backwater
33. Jupiter
34. Eastern district of Pripyat
35. Pripyat-1 overpass
36. Laboratory X8
37. Mysterious laboratory
38. Dressing room
39. Industrial zone (old landfill)
40. Air defense station (old amber)
41. Swamps (old swamps)
42. Hidden Road
43. Dark Hollow
44. Grove (dark forest)
45. Kolkhoz Chervone drawbar
46. ​​Chernobyl (beautiful)
47. Chernobyl (main)
48. Chernobyl (market)
49. Chernobyl (cemetery)
50. Chernobyl (station)
51. Digger's Mine
52. Laboratory X14
53. Polygon


Groups.

Stalkers, Bandits, Ukrainian Military, NATO Military, Mercenaries, Last Day, Clear Sky, Nazis, Zombies, Monolith, Environmentalists, Traders, Freedom, Debt.


Script system.

AI_Pack_Add_AMKII_1, OGSM release, dynamic_weather_v0.9.4, Panoramic_Mod_2.1 final, respawn from panzuza, ability to sleep in a bag



Video.

Fix from 09/20/2013

This fix fixes many errors, adds missing textures and much more.
Also added to the fix are edits from other authors, namely:
Hemul36rus - corrected pistols, repair of armor and weapons (OGSM), withdrawal of money from corpses, repacking of cartridges, sounds when using objects, autopause (Charsi), 16 arts for the belt, properties of artifacts;
redlist2009 - edits regarding NVGs of body armor;
azrael1325 - the sleeping bag has been fixed, now you don’t need to buy it.
You need to start a new game. Install the fix on the clean Big Zone mod.

Weather and skycubes from Solyanka: download


Mini-guide to fashion.

Unsolved (yet) problems.

1. Not always, it crashes when moving from one location to another. The location then loads normally. Logless crash (appeared when I added a transition between the Digger's Mine location and its adjacent ones. It seems like I added it correctly)
2. The characters of Chernobyl have a skeleton of dialogue that I transferred from the Doomed City mod. For some reason, the dialogue does not always appear when trying to communicate. Dialogue appears after 3-5 attempts to talk.
3. New, and most other (ordinary) NPCs do not have icon coordinates written down (they will all have the Bartender’s face).
4. The grenadier scheme works like this: NPCs throw 2 grenades, and only 1/4 of them explode
5. It is necessary to edit the lethality of weapons and the lives of monsters (I roughly edited it, but that’s not it).
6. There are 2 files all.spawn and all_respawn.spawn. Most of the monster respawn sections were removed from the first file because... A logless crash appeared, complaining about the respawn of monsters. In the second file, all sections are present.
7. You need to create a slot for binoculars in your inventory. I have 2 of them: regular and NATO.
8. It would be nice to start counting cartridges from the belt, and not from the backpack. Like unloading.
9. Here's another bad crash:
Expression: (*elements.begin())->numberOfGeoms()
Function: CPHShell::preBuild_FromKinematics
File: E:\stalker\patch_1_0004\xr_3da\xrGame\PHShell.cpp
Line: 616
Description: No physics shapes was assigned for model or no shapes in main root bone!!!
The description says that the trunk is glitching when NPCs spawn. One of the German trunks is faulty, and one of the trunks of the bandits with profiles bandit_novice and sim_bandit_novice1. Maybe someone else’s barrel is faulty.
10. On the global map, the polygon location is circled with a square. In Photoshop I did everything the same as with other minimaps of locations, but on this one the outline of the location remained.
11. Merchants take up the weapons they have for sale.
12. Quests are not completed. There will be no hints. All information is in the dialogues.
13. I didn't play my mod, I just tested the additions and the operation of quests.


Acknowledgments

1. Thanks to Vampire-35 for creating such a large pack of locations.
2. Thanks to azrael1325 for adding the ability to sleep and other help and tips on the mod.
3. Thanks to all those who post their works for use by other modders.

Big Zone- with this name a new modification developed for the game Stalker Shadows of Chernobyl has been released, which adds 7 new story branches, a huge number of locations and quests. The mod offers the player an interesting and non-linear plot that can only be described as an investigation that the Shooter has to carry out. During the passage of the Big Zone mod, you will have to complete quests borrowed from such mods as Doomed City and People's Solyanka, which have been completely changed and adapted to the new plot. Additionally, transport and military equipment have been added to the mod.

ABOUT THE PLOT OF THE LARGE ZONE FASHION:

Many years after the first disaster in the early 90s after the collapse of the USSR, Russia was going through hard times and was greatly weakened. At this time, a group of Western scientists arrives on the territory of Ukraine, under the guise of studying the radiation background inside the Chernobyl station and its adjacent territories. But the measurement of background radiation was a legend; scientists pursued far different goals. The group of scientists was under the patronage of the CIA and other US intelligence agencies. They managed to enter the territory of the Exclusion Zone thanks to the substantial financial investments that the special services made into the treasury of Ukraine, in return for which they were issued passes for the perimeter. After the appearance of Western scientists in the Zone, work began on restoring a number of scientific laboratories. In these laboratories they began to develop various types of biological weapons in the form of mutants and viruses, and experimental development of artificial intelligence and android robots was carried out. At the same time, the development of weapons based on electromagnetic radiation was carried out, these included Gauss guns, both manual and stationary. Laboratories for the creation of gauss guns were located on Zaton and the X-18 laboratory. Work continued to continue the HAARP experiment, which opened up the possibility of connecting to the earth's noosphere. Powerful antennas were installed in the territories of Generators and Chernobyl NPP 2, and one of the surviving reactors was launched. In parallel with the project, which was supervised by the intelligence services, scientists created their own project called O-Consciousness.

In 2006, the experiment got out of control: the reactor was launched at maximum power, all the generated energy was directed to the antennas, the radiation of which in turn provoked a powerful release. This emission became the creator of the current anomalous zone. Almost all the scientists from “O-Consciousness” disappeared, some people turned into mutants, most of the laboratories were destroyed. It later turned out that some scientists managed to survive.

The United States convinced the Ukrainian government that it was not involved in what happened. At the UN meeting, a decision was made to establish military control on the territory of the Exclusion Zone. The southern part of the Zone remained under the jurisdiction of the Ukrainian military, and the northern half was taken under control by NATO troops. The CIA intelligence services managed to contact the “new” scientists. An unofficial agreement was concluded between them, according to which the CIA provided the scientists with patronage and security, and they, in turn, continued their development but on them. The Monolith detachment was created. This detachment was recruited mainly from former military personnel, who were “brainwashed” and indoctrinated with the myth of the monolith. The Monolith itself looked like a block of stone, inside of which a generator of electromagnetic and sound vibrations was installed, operating at frequencies that coincided with the frequency of the human brain.

According to the plot, in his investigation, Strelok will visit Jupiter, Zaton and Eastern Pripyat before the arrival of Major Degtyarev and will do almost the same investigation into the appearance of a secret weapon in the zone (by looking ahead, Strelok will not get to the bottom of the truth). There will be 2 options to get to Chernobyl Nuclear Power Plant-1: if you do not complete the story on Jupiter and Zaton, then the passage will not change, and if you do, they will help you.

MAIN CHANGES:

  • New plot - the main plot of the game Stalker Shadows of Chernobyl, plus 7 new plot branches. As in the original, the ending of the game takes place at the wish fulfiller or at Chernobyl Nuclear Power Plant 2. New storylines do not intersect with the main plot.
  • New quests. The game presents quests of varying complexity; along with complex ones, there will also be simple tasks such as bring items, kill a stalker, etc.. In almost every location there will be characters from whom you can take tasks.
  • 53 new locations.
  • 14 factions
  • Transport is included in the game.
  • The Military group is armed with military equipment: helicopters, armored personnel carriers and tanks.
  • Free movement throughout the Zone; transitions are open in all game locations.
  • In addition to the Pripyat 1 Overpass location, all other locations are involved in the plot.
  • The map of the Zone has been adjusted, the locations on it are located in a new way.
  • The Chernobyl locations and the quests present in them were taken from the Doomed City modification. The plot and quests were moved and adapted to the new plot.
  • Some quests were transferred from Narodnaya Solyanka, the quests were completely changed and laconically fit into the new plot.
  • Many characters have had their visuals changed.
  • Sleep in the game is implemented using a sleeping bag.
  • Added ejection to the game.

53 GAME LOCATIONS ADDED TO THE GAME:

Test site, Western district of Pripyat, Secret laboratory, Dead city, Eastern district of Pripyat, Laboratory X-18, ATP, Kolkhoz Chervone drawbar, Swamps, Air defense station, Unexplored land, Chernobyl NPP-2, Warlab, Generators, Army warehouses, Industrial zone, Forgotten forest , Grove, Cordon, Dark Valley, Laboratory X-16, Old Village, Hospital, Bunker (X-10), Amber, Agroprom Dungeons, Landfill, Wild Area, Labyrinth, Backwater, Mysterious Laboratory, Dark Hollow, Laboratory X-8, Sarcophagus, Chernobyl-1, Agroprom Research Institute, Radar, Swamps, Pripyat-1 Overpass, Cave, Bar, Jupiter, Limansk, Dressing Room, Chernobyl (beautiful), Red Forest, Chernobyl (main), Hidden Road, Chernobyl (cemetery), Laboratory X-14, Chernobyl (market), Digger's Mine.

GROUPS:

Freedom, Environmentalists, Ukrainian Military, Clear Sky, NATO Military, Zombies, Nazis, Last Day, Mercenaries, Merchants, Bandits, Stalkers, Monolith, Debt.

PATCH No. 1 dated 03/15/2015 MUST be installed!
Installation - Copy the spawns, scripts, config folders from the archive --->

PATCH No. 2 dated 04/07/2015 MUST be installed!
Installation - Copy the config folder from the archive ---> to the gamedata folder, agree to replace the files.

UNSOLVED ISSUES:

  • Not always, it crashes when moving from one location to another. The autosave loads normally.
  • New, and most other (ordinary) NPCs do not have icon coordinates written down (they will all have the Bartender’s face).
  • Merchants pick up the weapons they have for sale. I tried to fix this bug, but I can only check it during the game, because... traders often do not immediately reset their inventory.
  • Quests are not completed. There will be no hints. All information is in the dialogues.
  • I've played through the game twice and everything seems to be working.
  • NVGs do not work, it is better not to turn them on.
  • I added a cleaner, but it doesn't work. The corpses disappear, but weapons and other items do not.
  • In Chernobyl and at the Pre-Bannik, sometimes the release does not end, i.e. it ends, but there is no message about its end and the shelter marks do not disappear on the mini map. I replayed from an early save - everything was fine.
  • Sometimes dead NPCs or trunks fall under the textures.
  • Sometimes a crash occurs when a monster (at spawn) or the trunk of a killed NPC (I don’t know why this happens) falls outside the location. We just replay from an early save and that’s it.
  • WHAT HAS CHANGED AND WHAT TO PAY ATTENTION TO:

    • Most crashes and non-connections have been fixed.
    • In some locations there are actually no ejection shelters. Some more repairmen have been added to the game (they repair after completing some tasks for them).
    • I edited the lethality of the trunks and the lives of monsters, adjusted the body kits on all the trunks.
    • The guide has been corrected.
    • Flights have been fixed in Chernobyl.
    • Treason traders, so as not to dump inventory, but it is not possible to check, because... they throw it off during the game.
    • Added cleaner, removes everything except trunks. Therefore, during the game, try to hide the trunks of the NPCs you killed in their inventory, otherwise in the future you will be haunted by a crash due to the overflow of items in the game.

INSTALLATION:

  • Unzip the downloaded archive with the mod.
  • Copy the resulting gamedata folder to the folder with the installed game Stalker PM 1.0004.
  • Install the patch (above in the description)

general description:
1. There is transport in the game.
2. The military has military equipment: tanks, armored personnel carriers, helicopters.
3. Transitions to all locations are open.
4. All locations are populated and involved in the plot (except for the Pripyat-1 overpass, the location is populated, but it is only mentioned in the plot)
5. 5 locations of Chernobyl - these are locations from the Doomed City mod. I also transferred the plot from there and remade it to suit my theme.
6. I borrowed a few tasks from Narodnaya Solyanka and also remade them to suit my plot.
7. Lots of NPC visuals. I bought most of the models here.
8. Maybe something else, you won’t remember everything.

All locations on the global map are located in a new way.

Plot

The main plot of PM remains and the whole game also ends with the wish-granter or Chernobyl Nuclear Power Plant-2. Plus you have to (optional, since it does not intersect (by information pistons) with the main plot) to go through 7 more plot branches. In general, the plot turned out as follows. After the first disaster, many years later (when the USSR disappeared and Russia was greatly weakened in the early 90s, scientists from the West arrived in Ukraine to study the radiation background around and at the Chernobyl nuclear power plant itself. But in fact, these scientists began to do completely different things. Themselves these scientists were under the patronage of the CIA and other secret forces of the United States. They offered a substantial sum to the treasury of Ukraine and they allowed them into the territory of the Zone. The territory of the Zone is large, abandoned and, moreover, not far from the border of enemy Russia. A number of laboratories were rebuilt and restored on the territory of the Zone Work began on the creation of biological weapons (monsters, viruses), artificial intelligence (robots, androids), weapons based on EM radiation (Gauss gun - manual and high power (at Zaton and X18)). Work began to continue the HAARP experiment ( but the scientists behind it saw another opportunity, namely the opportunity to connect to the noosphere of the planet).Powerful antennas were built at Chernobyl NPP-2 and on the territory of the Generators. At Chernobyl NPP they launched one of the reactors, which was in the most favorable condition. In parallel with the interests of the American intelligence services, scientists worked on their own projects, one of which was called “O-Consciousness”. In 2006, the experiment got out of control: the reactor was launched at maximum power and all of it was sent to emit antennas, thereby generating a powerful emission that created the current anomalous Zone. All scientists from "O-Consciousness" disappeared, most people turned into monsters, some laboratories were destroyed. But some scientists still managed to survive. The US government managed to convince the Ukrainian government of its innocence in what happened. At a UN security meeting, it was decided to take the territory of the Zone under military control: the southern half of the Zone remained with the Ukrainian military, and the northern part was guarded by NATO military. The CIA managed to establish contact with the “new” scientists (who became part of the Noosphere). An informal agreement was concluded between them under which the CIA provided security for the scientists, and they, in turn, continued to work for them. The Monolith detachment was created. These are former military men who were brainwashed and indoctrinated with the myth of the monolith. The monolith itself is of artificial origin. From the outside it looks like a huge block of stone, and inside there is a generator of sound and electromagnetic waves at the frequency of the human brain. Work at the Chernobyl nuclear power plant continued until Strelok arrived!
The mod also contains many simple tasks like: bring this, kill that, etc. In almost every location there will be some character with a task for you. In my mod, it turns out that the shooter will visit Zaton, Jupiter and eastern Pripyat before Degtyarev arrives. And he will do almost the same investigation about the secret weapon (but will not get to the truth). Entering the Chernobyl Nuclear Power Plant-1 also has 2 options: if you do not complete the plot of Jupiter and Zaton, then it will be as usual, and if you pass, they will help you.

Locations

1. Cordon
2. Landfill
3. Research Institute Agroprom
4. Dungeons of Agroprom
5. Dark Valley
6. Laboratory X18
7. Bar
8. Wild territory
9. Amber
10. Laboratory X16
11. Army warehouses
12. Radar
13. Western region of Pripyat
14. Chernobyl NPP-1
15. Sarcophagus
16. Secret laboratory
17. Chernobyl NPP-2
18. Bunker (X10)
19. ATP
20. Cave
21. Forgotten Forest
22. Unexplored land
23. Labyrinth
24. Limansk
25. Hospital
26. Generators
27. Warlab
28. Red Forest
29. Old village
30. Swamps
31. Dead City
32. Backwater
33. Jupiter
34. Eastern district of Pripyat
35. Pripyat-1 overpass
36. Laboratory X8
37. Mysterious laboratory
38. Dressing room
39. Industrial zone (old landfill)
40. Air defense station (old amber)
41. Swamps (old swamps)
42. Hidden Road
43. Dark Hollow
44. Grove (dark forest)
45. Kolkhoz Chervone drawbar
46. ​​Chernobyl (beautiful)
47. Chernobyl (main)
48. Chernobyl (market)
49. Chernobyl (cemetery)
50. Chernobyl (station)
51. Digger's Mine
52. Laboratory X14
53. Polygon

Groups:
Stalkers, Bandits, Ukrainian Military, NATO Military, Mercenaries, Last Day, Clear Sky, Nazis, Zombies, Monolith, Environmentalists, Traders, Freedom, Debt

Script system:
AI_Pack_Add_AMKII_1, OGSM release, dynamic_weather_v0.9.4, Panoramic_Mod_2.1 final, respawn from panzuza, ability to sleep in a bag

Acknowledgments:
1. Thanks to Vampire-35 for creating such a large pack of locations.
2. Thanks to azrael1325 for adding the ability to sleep and other help and tips on the mod.
3. Thanks to all those who post their works for use by other modders.

Unsolved (yet) problems:
1. Not always, it crashes when moving from one location to another. The location then loads normally. Logless crash (appeared when I added a transition between the Digger's Mine location and its adjacent ones. It seems like I added it correctly)
2. The characters of Chernobyl have a skeleton of dialogue that I transferred from the Doomed City mod. For some reason, the dialogue does not always appear when trying to communicate. Dialogue appears after 3-5 attempts to talk.
3. New, and most other (ordinary) NPCs do not have icon coordinates written down (they will all have the Bartender’s face).
4. The grenadier scheme works like this: NPCs throw 2 grenades, and only 1/4 of them explode
5. It is necessary to edit the lethality of weapons and the lives of monsters (I roughly edited it, but that’s not it).
6. There are 2 files all.spawn and all_respawn.spawn. Most of the monster respawn sections were removed from the first file because... A logless crash appeared, complaining about the respawn of monsters. In the second file, all sections are present.
7. You need to create a slot for binoculars in your inventory. I have 2 of them: regular and NATO.
8. It would be nice to start counting cartridges from the belt, and not from the backpack. Like unloading.
9. Here's another bad crash:
Expression: (*elements.begin())->numberOfGeoms()
Function: CPHShell::preBuild_FromKinematics
File: E:\stalker\patch_1_0004\xr_3da\xrGame\PHShell.cpp
Line: 616
Description: No physics shapes was assigned for model or no shapes in main root bone!!!
The description says that the trunk is glitching when NPCs spawn. One of the German trunks is faulty, and one of the trunks of the bandits with profiles bandit_novice and sim_bandit_novice1. Maybe someone else’s barrel is faulty.
10. On the global map, the polygon location is circled with a square. In Photoshop I did everything the same as with other minimaps of locations, but on this one the outline of the location remained.
11. Merchants take up the weapons they have for sale.
12. Quests are not completed. There will be no hints. All information is in the dialogues.
13. I didn't play my mod, I just tested the additions and the operation of quests.

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