United pack 2 patches. Adequate review of the game

We can safely say that the second version of the United Pack takes the Zone and survival in it to a completely different, hitherto unseen level. The zone has become much more difficult. Or rather, not more difficult, but more real. Noticeable. You will feel it immediately. It became more real because great efforts were made to make being in the Zone as close to reality as possible within the framework of the game. And reality is always more complicated than any fiction. And it's always much more interesting. Authors: Proper70, Buusty, Akill
Among us is the following division of labor:
Proper70: Basic scripting, first of all the most complex and difficult to implement. Small quests, all major adjustments to the balance and atmosphere of the game, the main work on correcting all detected inconsistencies, crashes and glitches of PM and hodgepodge. Curator of the project.
Buusty: All new guns, new monsters, config curator, big battles, quests.
Akill: An incredible amount of new quests and plots. Dialogues, scripting.

Aleksandrych: a lot of new weapon models, editing / optimization of textures, as well as old weapon models, many barrels were made by him specifically for OP-2 "on order". The author of the script and the ideological inspirer of one of the new plots of the OP-2. A whole bunch of practical tips for optimizing weapon balance in the game.
Resident Evil, FenRiR: Almost all new hard-to-find caches. Script writers and directors of the "Sniper" plot, embryo plot and island plot.
volazar: Correcting all crashes and glitches associated with alspawn, including headless on the AU, Labyrinth and MG. Author and scriptwriter of the teleport cache plot and the flight plot.
kot_begemot: Many different ideas, suggestions. Creation of continuation of Collector's caches and documents for Voronin. Author of several hard-to-reach caches.
bubulyka: The ideological inspiration and author of most of the humor that you will meet in OP-2)). Author of several hard-to-reach caches.
BoroDa !: The author of several great places for hiding places and the mastermind of excellent tasks in the Sniper storyline.
ShiZ: many new icons for trunks and inscriptions / monsters.
Artem_K., Jgar: New NPC models.
Grisli: All work with sound.
[email protected], Grisli, Shimmering: Skinny.
Lobsang, Chezet: Active and very thorough testing.

Everything that is written here is mandatory for accurate and flawless execution, even if you understand a lot about computers and think that some actions are superfluous.
1. We completely remove Stalker PM from the computer by uninstalling it. Not only the gamedata folder should not be on the computer, but even the S.T.A.L.K.E.R folder! If it remains, be sure to delete it manually! This is extremely important and must be done, even if you are a super cool specialist in computers, you understand everything there and think that this is unnecessary and unnecessary. I repeat once again: this must be done without fail.
2. Install the PM Stalker. When installing, the game will ask you to enter the player's name. It is strongly discouraged to write 111, qqq, admin, Vasia Pupkin and the like. It is best to write your real name and surname in Russian. Playing in OP-2 you will understand why it was needed. This information is not transmitted anywhere and is used only by the game on your computer, so you can not be afraid)
3. OP-2 works only on the clean version of PM 1.0006. Therefore, whoever has version 1.0004 or another - upgrade the installed game to version 1.0006. To do this, first install the patch from any version up to 1.0005, then the patch from version 1.0005 to 1.0006.
4. Download OP-2 (RuTracker, Yandex.Disk). OP-2 must be installed in the same folder where Stalker PM is installed. Therefore, if you changed the default folder when installing Stalker TCh, then specify the same folder when installing OP-2.
5. After you have downloaded and checked all the necessary files with the antivirus, completely disable the antivirus for the entire installation time. This is extremely important and must be done without fail, otherwise problems may occur due to incorrect installation. All files of the Stalker PM, OP-2, and others indicated in the links are absolutely clean. If it's still scary, then disconnect the Internet from the computer by simply pulling the network cable out of the socket. And then no virus will definitely penetrate you.
6. Install OP-2. When installing, we are not in a hurry. We carefully read what the installer writes and carefully do it all.
7. Enjoy the game)


Description

In this assembly, the engine is working at the limit of its capabilities. Therefore, various glitches are possible, such as: headless crashes and freezes when loading a game, a crooked display of a location after loading (especially for locations from an RFP), and also freezing due to a lack of binder resources for various objects. This freeze manifests itself in non-execution or incomplete execution of scripts, which leads to a breakdown of the plot and the need to replay the current episode. A typical example of this is the non-opening door in the bunker near Sidor on the Cordon.

Therefore, be sure to do the following:

1. Start a New Game, and generally play with maximum system resources allocated to the engine. To do this, close all background applications, even the most insignificant ones in your opinion. This requirement is mandatory for a comfortable and bug-free game. Do not use during the game, and especially when loading saves, switching between tasks using the Alt-Tab key.
2. Be sure to turn off your antivirus. It is better to unload it altogether from memory for the duration of the game. Or, at least, list the folder with the game and saves, screenshots and logs as exceptions from checking, so that it does not slow down the game and access to the disk.
3. Be sure to add the engine to the exceptions of Punto Switcher and all other keyboard layout switches so that the language does not switch during the game. It's easy, see Punto Switcher \ Settings \ Exception programs, then you will figure it out.
4. It is highly recommended to play with Administrator rights. The engine must have full and unlimited read and write rights to all folders of the game, logs, saves and screenshots. If the Administrator cannot play, then User Account Control (UAC) must be disabled, otherwise there will be problems.
5. Do not use any optimizers, boosters, boosters, etc. during the game. OP-2 is extremely resource-demanding, and any unnecessary applications in memory will dramatically increase the number of crashes due to lack of resources. Close ALL applications for the duration of the game. Even the most insignificant. I repeat: ALL applications.
6. If you meticulously and thoroughly followed everything written above, but the missions continue due to lack of resources, type the msconfig command through the "Run" function and see which applications are automatically launched when windows are loaded and remove unnecessary ones. It may well be that applications of a rather large size are launched there. This action can only be performed if you know and understand exactly what you are doing.

It is extremely important to do all this at once, even before the start of the New Game!

Do not use NO-DVD and other distorted, corrected, modified, optimized, extended, improved and other similar versions of the engine - in this case, problems are inevitable! Use only the version of the engine that comes with the OP-2 distribution kit. Do not replace xrGame.dll with your version. Use only the version of this file that comes with the distribution kit OP-2. This file has also been corrected to be 100% consistent with the game scripts, and any other version of this file will inevitably have problems and headless crashes. All executable files and libraries necessary for the game are included in the OP-2 distribution kit and are automatically installed during the installation of OP-2. You cannot add or replace anything in the bin folder after installing OP-2 - otherwise problems are inevitable!

All of the changes listed below serve one purpose: to shift the gameplay towards realism.
1) Difficulty levels
Difficulty levels have been renamed to more similar now to what is in the game: "Warm-up", "Extreme", "Survival" and "Realism". This is done because now the difficulty level depends not only on the probability of hitting and the degree of hit (as it was in PM and Solyanka), but also many other things related to balance, defenses, combat tactics and other aspects of the game. Combat tactics on Realism and Warm-up are now completely different. Therefore, playing at the easiest level (Warm-up) will seem to you a real warm-up in comparison and playing on Realism)
2) Carry weight and hamster
Many have asked for a reduction in weight to enhance hardcore. An alternative solution has been made, which will be much more interesting than a simple weight reduction. Carrying weight reduced to 80 kg. Also, for all exoskeletons, including the Steel Rat, the additional carrying capacity is reduced to the same level: 60-90 kg. This is so that they do not run in only one exam of bandits, then in the Steel Rat. At the same time, the carrying capacity of the gravity suit has been greatly increased - in it you can carry a total of 310, and after the upgrade to 340 kg, and all negative properties have been removed from it. Thus, its value is dramatically increased. But: now in a gravity suit you cannot use a weapon. This is realism, since a stalker loaded with junk cannot fight - he has both hands busy - they carry a swag. To fight the monsters - you need to free your hands - to lay out a part of the swag. Therefore, upon seeing the enemy, we throw a backpack, and into it, or simply on the ground, we throw off some of the junk, take off the gravity suit, put on combat armor and go to fight. Then we take everything and move on. Or we are plotting a route bypassing enemy clusters, hiding behind bushes, buildings, relief drops. To look around: we stop, take off the gravity suit (while the GG cannot move from overload) - like freeing our hands - we take the binoculars, look around, then put the gravel back on and move on. While the GG looks through binoculars, things are not thrown away. Or, first we clear the route, then we carry the swag. As it is in life. And then we gained 270 kilos, and we are at war with might and main with monsters - this is not good. Therefore, on the one hand, now there will be less running around with a swag - you can carry more cargo at a time. But you can carry all this only when it is quiet and calm around. The hamster tactics are changing markedly.
For all body armor, the dependence of the weight of the carried load on their wear is made. The more worn out the bulletproof vest, the less weight it can carry. All the extra swag will periodically fall out of the backpack. The dependence on wear is linear, i.e., if a fully functional body armor adds 60 kg, and with it you can carry 80 + 60 = 140 kg, then the killed half (50%) adds only 30 kg, and in the half killed body armor you can carry only 80 + 30 = 110 kg. If you take 120, or even 130 kg, then you can move, but the extra swag will already fall out along the road. In the inventory, the reduction in weight from wear is not displayed - it always shows the transferred weight for a fully functional body armor. This is also realism - you cannot know in advance when and how much swag can fall out through a torn bulletproof vest. So fix your favorite gravity suit or exoskeleton in time, or wear less so you don't lose your swag. I also warn those who like to edit the weight: all the extra swag above the permissible weight will also periodically fall out, so be worried about picking up. 340 kg in a gravity suit is more than enough to deliver the swag to the merchant who buys more expensive and to complete all the quests for the hamster.
So, let's summarize. Things are not scattered in four cases: when there is no overload, when the GG is talking, working with a cache or looking through binoculars. Therefore, we have 3 ways to deliver a large amount of swag to a merchant using a gravity suit:
1. We go stupidly to the merchant, having met the enemy - we throw the backpack into it, or just dump the junk on the ground, change into combat armor and go to fight.
2. We carry the swag not by a direct and short road, but bypassing enemy clusters, hiding behind shelters, crawling forward.
3. First we clean up the territory, then we return and carry the swag.
The coefficient of reduction of the carried weight of the armor depends on the level of difficulty. The above example of calculations - 100% dependence of the additional carried load on wear and tear - works on Realism. With a decrease in the level of complexity, the dependence of the carried weight on wear decreases less and with the same wear of the armor, more can be carried. There is no dependence on wear during the Warm-up - things are not scattered even at maximum load, regardless of the wear of the armor, if you do not cheat with weight.
3) Protection by artifacts
Artifacts cannot gain any of the immunities above a certain percentage. This percentage depends on the level of difficulty and is:
Warm Up - 100%, Extreme - 86%, Survival - 73%, Realism - 60%.
All unnecessary artifacts that increase any immunity above the specified percentage are automatically removed from the belt, about which a corresponding message is received. Fighting has become much more real - with a knife, you can rush to a crowd of monsters only in the Warm-up. On Realism, in many battles, you will have to come up with new tactics more similar to real life. But the results of preliminary testing showed that this innovation does not make the game more difficult. It's just that now, even in the Steel Rat, GG will not be a Terminator, who does not care about any monsters. And this will force you to come up with new tactics in those battles that you previously passed without problems, setting immunities over 100%. The 60% limit on Realism is a limit deduced by testing and passing the first OP, which makes the game on Realism really difficult throughout its entire length, but without fanaticism - all battles are played quite realistically, if you think about it and choose the right tactics. The limits are automatically changed when you change the difficulty level in the Main Menu. If you can't get through on Realism, go to Extreme. And who is too lazy or reluctant to think, or like to fight with a knife with herds of monsters - put the Warm-up and go ahead. Thus, the wishes of all groups of players are taken into account.
4) Something about armor protection
Recently, there was an opinion that the dressed bulletproof vest does not protect the GG, but only protects himself. This opinion is erroneous. The bulletproof vest protects the GG, but: when calculating the damage inflicted, the protection by artifacts and the protection by the bulletproof vest are not added, but are applied separately.
The formula is as follows: hit received = hit hit * (1-armor protection) * (1-art protection).
For example, if the suit has 50% protection against bullets, and you gained 25% of this protection with artifacts, then you will receive (1-0.5) * (1-0.25) = 0.375 or 37.5% of the hit hit, and not 1- (0.5+ 0.25) or 25%, as it might seem, if both defenses are added.
Another example: a bulletproof vest has 50% protection against electric shock, and you have gained 90% of this protection with artifacts. In total, it turns out more than 100% and it seems that the GG should be invulnerable to hit with electricity. But this is not the case. You will still take 5% damage each time you hit the Electra anomaly, because (1-0.5) * (1-0.9) = 0.05 or 5%.
Therefore, the degree of protection of the GG still depends on the worn body armor. It's just not as noticeable as it seems at first glance)
5) Recognition of NPCs at a distance
On Realism, the recognition of NPCs and the distance to the target are forcibly disabled. Well, where did you see the barrel showing, friend or foe in front of you? And on top of that, the distance to it? For reasons of realism, these options are disabled. Define friends and foes, as in real life - in appearance. And measure the distance with binoculars or an optical sight. Still, of course, it would be necessary to turn off the sight. And what is this super sniper in the face of the GG, who, when shooting "offhand", from the knee clearly hits the enemy's head from 30-50 meters? And if you remove the scope, then it becomes much more difficult to hit the head. But the mod is already quite complex, so disabling this option on Realism is left to the player's choice. However, for the sake of completeness when playing on Realism, it is strongly recommended to turn off the scope as well. The atmosphere is changing even more radically. It will be necessary to constantly and wisely use the optics, and sometimes it will even need to be removed in general so as not to interfere)
6) Third hand
The "third hand" has been removed from the GG. What does it mean? This means that before the GG devoured first-aid kits, bandages, energy supplies, and so on, one after another, while calmly firing off monsters and reloading weapons with might and main. And this despite the fact that the use of each medicine and weapon almost always requires two hands. This is also not realism, so now when eating a first-aid kit, bandage, antirad and any other item, the weapon is removed for the duration of its consumption. GG is being treated. And it takes time to heal. And this time also depends on the level of difficulty. In the Warm-up, the weapon is not removed, in Realism, it is removed for the maximum time.
7) Vodka
Now you can drink no more than five bottles of vodka a day. The sixth bottle in a row in less than a game day is death. To be able to continue drinking, it is necessary that more than a day has passed since the first bottle of hard drinking. In other words: you drank the first bottle at 12:30 pm and then drank four more bottles during the day, for a total of five. You can drink the sixth bottle without lethal outcome no earlier than at 12:31 pm of the next game day.
8) Sleep
If you do not sleep for a long time, then the GG can fall into a long deep sleep and die either from fatigue or from something else. To prevent this from happening - sleep at least 3 hours every game day. Then everything will be fine. This is also realism, because it is impossible to run for 30-40 hours, survive and fight with evil spirits, and at the same time do without sleep. Lovers of night hunting - sleep well during the day. When to sleep is absolutely not important. The main thing is to sleep at least 3 hours per game day.

Immediately I want to warn newcomers, and those who have never played Solyanka and OP-1 and are not familiar with this trick - the first entry into the Cave after drinking a potion from the Doctor: do not be alarmed and do not quit the game, seeing the horror that you will meet there!) The mod is hardcore, and is focused mainly on those who like unexpected, sudden complexity and cool hardcore, which make adrenaline rush in the blood) Therefore, the first entry into the Cave after the Doctor's potion is also made very hardcore. But what you will meet on the first visit to the Cave will not be often in the game and will not meet again very soon) so do not be alarmed) After all, the Doctor said that this is just a nightmare!)) I repeat: this primarily refers to for those who have not played in the previous OP, and especially for newcomers who have never played Narodnaya Solyanka and OP-1 at all. If due to ignorance or habit it is so hard and unbearable for you - then go through the Cave at the Warm-up or Extreme - it will be much easier. Much easier. For all the reliefs to work, the difficulty level must be set before drinking the potion from the Doctor and entering the Cave. This option is specially made for those who will not like this hardcore) But even at easy difficulty levels, beginners are still recommended to at least a little trample with monsters interspersed - the experience gained will help a lot in the future)
This moment is specially brought out separately and at the beginning of the description in order to prevent your possible incorrect reaction to the beginning of the game and not to scare you away from that great many extraordinary wonders and incredible adventures that await you throughout the passage of OP-2)

Added "Save to Level" option in the main menu. The name of the save is created automatically so as not to write it by hand. Convenient when you need to quickly make an intermediate save. This function can be quickly called up by pressing the S key in the main menu.
In case of death or when starting the game, you can quickly load the last save by pressing the L key in the main menu. As a result, in the main menu you get: quick saving at the level - the S key, fast loading of the last save - the L key.
Now the game can automatically pause after the download is complete. Convenient for slow cars when the game takes a long time to load. This feature is enabled in the game options.
Due to the fact that the number and variety of monsters has been significantly increased, a lot of new monsters have been added, as well as a large number of serious battles with a large number of monsters and non-scripts have been made, bioradar has become much more cheating. Therefore, it was removed from Sakharov's sale and its appearance in the game was postponed to a much later date. Also, there will be a new, fully dynamic bioradar. But, unfortunately, you have to pay for beauty and when using it there is a drop of 2-4 FPS, so it is recommended to turn it off on weak machines. Dynamic bioradar is disabled in the game options. In connection with the transfer of bioradar much closer to the end of the passage, there was no need to hang spare parts of monsters on the belt. Therefore, the number of slots for artifacts has been reduced to 14 slots that were in Solyanka before the advent of bioradar.
The NPC animations added in the last Solyanka, cut out earlier by the NPCs, significantly enliven the "life" of the NPCs and the atmosphere of the Zone, but lead to rare freezes of NPCs when they "freeze" in place, and in order to stir them up, you need to make a save / load, go offline or throw a smoke grenade at their feet. Therefore, the inclusion of these animations is taken out in the options menu. If NPCs often freeze or it bothers you - turn off extended animations - NPCs will stop freezing.
During the first search of the corpse, all cartridges and medicines, i.e. those items that you always take from corpses can be immediately automatically transferred to the inventory of the GG. Significantly saves mouse clicks. This function is toggled in the game options.
The automatic change in the difficulty of the game depending on the frequency of death of the GG, which was implemented in Narodnaya Solyanka, has now become optional and made in the game options. If you want to constantly play at your chosen difficulty level, no matter how difficult it is for you, turn off the automatic change of the difficulty level in the game options. And then the difficulty will remain the same no matter how often you have to replay due to death or some other reason.
For fans of hardcore and BDSM, a frequent respawn is optionally added. It is possible to complete OP-2 with him, but it is extremely difficult. Especially save all the quests. Dress them all the best and equip them with good barrels.
For fans of hardcore and BDSM, subtle visuals for caches have been optionally added (Option "Subtle caches"). The visibility of caches depends on the difficulty level. The more difficult it is, the more invisible the hiding places. During the Warm-up, the visuals are original regardless of this option.
For those who want maximum difficulties for themselves, enable both of these options, disable automatic difficulty adjustment, aim and play on Realism - and you will have real hardcore!

All plot SMS, as well as many news SMS, in which the sender is a quest character, come with a sender icon similar to the one in the dialogue window with the character. This significantly revived the SMS correspondence in the game) With a large number of messages, the correspondence becomes like a real chat on a social network)
Whenever you receive / update / complete any storyline quest, you always receive a message in the same blue-blue style with the same blue-blue icon, the same for all storyline quests. And for cyclic tasks, the icon corresponding to the type of cyclic task and coinciding with the icon of this task in the PDA is always displayed. Thus, when performing something or finding an item, you can always quickly determine by the message icon by the message icon whether a plot or cyclic task has been completed. With the number of quests in OP-2, this trifle will be very useful, because only a superficial calculation showed that the tasks in OP-2 became more than one and a half times more than in PM + NS + OP1 combined. And this is without taking into account sub-tasks. And the new quests in OP-2 are mostly complex, consisting of several sub-tasks and sometimes requiring long and painstaking work to complete them.
All SMS related to the GG and his "equipment", which can itself perform certain actions, accompanied by text messages (Skat-15, Nanosuit, Manual teleports, etc.) as well as all system error messages, anti-cheat control and other messages related to YY come with a single dark gray icon with a red triangle in the middle - you won't be confused. If these messages say that you need to do something, then all these messages, regardless of color, are also mandatory, as are the red plot messages.

The statistics of the YG have been put in order. Now it is shown exactly how many monsters, NPCs and completed cyclic quests in total GG has killed. These quantities are indicated by the first digit in brackets (x ..). The second figure in statistics is a certain coefficient, which in the original PM was considered depending on the rating of the killed and increased the rating of the GG. Now in the statistics section, it always = 1, so in the end you just get the exact number of killed monsters / unwritten and completed cyclic tasks.
Added separate statistics for story quests. All story quests and sub-quests are now counted separately from cyclical ones. Now, finally, it will be possible to find out how many quests there are in OP-2!
The number of deaths of the GG for the entire duration of the passage is counted. This will show what it cost you to complete OP-2))
The real time that you spent on completing OP-2 is counted. The time is taken into account from the moment the game was launched to the time it was exited to Windows. This takes into account the waiting time for loading saves and does not take into account the time when you decided to take a break and paused the game by going to the Main Menu or by switching to Alt-Tab. That is, only the time that you spend directly on the game is counted, and quite accurately) All this information is displayed in the PDA in the "Data" section.
The counting of the number of deaths and the time to complete is saved not in saves, but separately. Therefore, if you are simultaneously going through OP-2 with someone else from the family, then remember that this additional statistics will be kept as a total for all players, since the PM engine does not support the player profile system. For the engine, there is always only one player - the one whose name you entered when installing the game.
Unfortunately, contrary to what is written in the configs, when switching tabs in the PDA, not all pistons are issued, and all this processing is sewn into the engine, so there is no way to clearly track which PDA tab is open at the moment. Additional statistics are displayed when you open the "Data" tab, but are not removed when switching tabs until you close the PDA. But this is better than nothing, and we hope that you will survive this little inconvenience in exchange for clear and accurate statistics of the passage)

In OP-2, the demo_record engine option is disabled. She doesn't work anymore. This is done for the following reasons
1: She helps to find caches.
2: In OP-2, several unique, specific, and at the same time rather difficult tasks have been made, the passage of which using the democord is greatly facilitated and even makes no sense.
3: This is definitely a cheat, and in OP-2 a lot of work was done to close all loopholes, cheats, glitches, jambs and other things known at the time of release, both solyans and those stretching from PYS, which would allow players to get free money or resources. This is not for lazy people who love and will cheat. This is done to remove unnecessary temptations for those who do not want to cheat, but they cannot find any cache or complete any task. A guide will be made for all the caches with screenshots and videos, and a guide will be drawn up for passing all the main plots of OP-2, like the one on Solyanka. So you won't need any cheats, including a democord, to complete OP-2)

The music in the Bar has been completely replaced. The bar now really looks like a bar. A lot of different music. Mostly the best songs of rare and little-known performers. You may have never heard many of them. Changing the music at the bartender's is completely free - choose what you like and enjoy. The choice of music is saved, and, upon returning to the Bar, you will be greeted with the style of music that you have chosen earlier.
Added all artifacts from SAP and SAP-2 (Authors: Valerich, Desertir), as well as all new artifacts from CN and ZP. Many with unique properties.
Added a camera and a series of quests for it. We will photograph the Zone and what is happening in it. Special thanks to Kirag for this device. Without his help, advice and tips, there would be no camera (as well as many other innovations) in OP-2.
The problem with the photo of the counter on the instructions of Klenov has been finally fixed. Now Kontrik will be waiting for you in the Amber Tunnel at any time, and will not go anywhere.
In the search for Krysiuk's PDA, now you need to go through both salt plots. First, we go main, then in the final dialogue Krysiuk becomes an enemy, we kill him and go to perform a duplicate task if Krysiuk died, according to the guide of the hodgepodge.
For optimization purposes, the armor upgrade has been completely removed. Night vision goggles are now removable and do not depend on armor. This made it possible to significantly speed up the loading of the game.
In order to optimize, removed the zombie of NPCs. The controller now only zombies GG. This made it possible to completely get rid of crashes when zombified, and also made it possible to very much clean up the configs, which also led to a noticeable acceleration in the loading of the game.
As far as possible, the alspawn has been tidied up. Removed all duplicate paths and sections, and removed unused sections. Which also made the game load faster.
By virtue of its cheating and buggy, the remyaschik is completely removed. Repair kits are now just in the inventory.
In order to optimize, the repairs at the repairmen have been completely redone. Now all the repairmen are repairing everything and a single universal repair mechanism has been made.
All OOP-shnye, Solyanochnye and PySovskie shafts have been completely redone and optimized. Models of many barrels have been replaced with better ones and beautiful animations have been made. Added a huge number of new barrels, as well as new cartridges, charges, grenades, and more. There are also many new body kits.
In the process of creating OP-2, a mechanism was found thanks to which any non-writing, when being with the GG at the same level, will be online all the time, regardless of the value of the alife and the distance to the GG. In other words, all the time while yy is on the same level with him. This made it possible to create several rather complex and interesting quests for the use of sniper weapons at a long distance, and also made it possible to solve many old problems that still linger from PM and Solyanka. In particular, now the Boatswain will always turn off the generators without any problems and get to all points in his plot, regardless of where the GG will be. Also, all other quests, both old and new, where the activity of non-letters is required at a distance greater than alifa, will work without problems.
Fixed all headless crashes when trying to load the game on the AC, in the Labyrinth and MG.
Fixed hitting saves in Limansk, as well as everywhere where saves were hitting in OP-1.
Fixed falling of artifacts under textures during cooking.
Documents for Voronin are no longer picked up.
Now you can go through the entire PM + NS + OP-2 without failing a single task. All tasks that were forcibly failed earlier in PM and in a hodgepodge in OP-2 will go into completed ones. So the preservation of a pristine page of failed tasks in the PDA now depends only on your skill, and on nothing else)
For all quests for spare parts, you now need to bring spare parts from all monsters that are in the game, except for the red ones. If you also need red ones, then this is always indicated separately in the assignment. Several new spare parts have been added to OP-2, which you will find in the process of passing.
Now Max Luber always issues a task for his PDA in the Dark Valley. In order for him to issue this task, you need to take from him the quest for the release of the captive Dolgovets, who is sitting in the basement at the Borov base.
If you give money to the scammer on the Cordon, then you will have the opportunity to meet him in the Zone again.
To successfully cope with the new difficulty, do not take all the quests in a row at once, during the first dialogue. In many cases, the living creatures spawn immediately upon taking the task, and if this task is not taken on the first visit to the location, then the living creatures during the first passage of the locations - when the GG is still poor and weak - will be smaller. In general, it is recommended that during the first passage of the initial locations, take only plot tasks and caches, leaving secondary tasks for later.
Enemy NPCs and monsters that you have not finished due to lack of ammunition or preparation will wait for you in the most unexpected places of the Zone, where they have never been found before. Be attentive and careful.
A lot of new monsters have been added. Some of them are very dangerous. Be doubly careful and careful.
The Hour of Horror has become shorter, much more interesting and, moreover, can even be profitable! Zakhar will tell you what to do.
In the Forgotten Forest, it became much more dangerous on the first visit. Don't go there without proper preparation.
Not all information is displayed in the PDA. Be sure to carefully read all the dialogues and incoming SMS, as well as study all the items found in the hiding places. A lot of PYS and salt quests and dialogues have been changed and expanded. The changes start right from the first dialogue with the Astrologer. There are many interesting surprises scattered around the game. Therefore, take your time and play very carefully so as not to miss anything.
Since the number of hiding places in OP-2 has become simply incredible, there will also be a lot of backpacks. But don't be in a hurry to sell them. In addition to hamster, a decent number of backpacks will be needed for many new quests, and they can also be exchanged for cool cartridges.
And just a huge number of small and not so fixes, improvements, edits, improvements of everything, everything, everything) A lot of innovations are scattered around the already existing quests of PM and Solyanka. Many dialogues, tasks and SMS have been changed. Therefore, carefully read all the dialogues and incoming SMS, and also carefully study all the information in the PDA so as not to miss anything.
Various works from Dream Reader are included: Dangerous Area, Paradise Lost, Nature Winter, F.O.T.O.G.R.A.F, The Way of Man, Former Stalker, Lost World: Origin, and many works have been adapted and expanded and ideas from Sky Anomaly. Special thanks to the authors of these works.
In the Main Menu, in the Bar and in Skadovsk, in addition to the well-known, there are compositions of such little-known Russian and Ukrainian groups as Kommutator, Catharsis, Korsika, Legion, Tracktor Bowling, D.I.V.A., Okean Elsi, Pilgrim, Elysium , bAbA yAgA, and, of course, Murzilki International - how could it be without them))
The authors of OP-2 are grateful to all those several hundred (!) Stalkers who, in a variety of ways, helped us a lot or little in creating this mod. I would like to express special gratitude to ff22 for the model of the flying island, amik and goroff for new gorgeous monsters, anomalies and simply magnificent particles, kirag for the camera, flight and many other scripts, for invaluable help in clarifying and understanding very difficult moments of scripts, as well as for those scripts that, I still did not fully understand how they work)) Without his help, some plots and many new quests simply would not exist. And, of course, special thanks to lsclon for constant very detailed and intelligible consultations on many issues, as well as for the implementation of some simple and not very tasks that arose during the creation of OP-2)

Made by Collector 2. To make it interesting to search for both beginners and those who have already gone through the original, the second part is structured as follows: all original caches, with a few exceptions, are left unchanged. And all the new caches are made by a separate group. Those. old and new caches are not mixed. For example, on the Cordon it goes first, as in the original - a note in the area of ​​the tunnel, then the old places and then the new ones. And according to the same principle at each location. Where there were two groups of caches in the original (Dump and DT), new caches come after the second group of the original. And in the Guide, these hiding places are also named - old and new places. Thus, everyone, both those who have already passed the original of the Collector, and beginners will be equally interested in searching)
In total, there are more than 50 caches in Collector 2, at each location in the Zone. And each of the caches will not be hidden in three places randomly, as in the original, but in 6-9 places each! In total, more than 300 locations have been selected for Collector 2 throughout the Site, and many of them are made with even more fanaticism than the original! So all fans of the Collector: your time has come! The pleasure of searching and, finally, finding is multiplied several times) And with the democord disabled - and several dozen times more !!!

OP-2 includes the censored Chessplayer addon. Removed all the tin about dismemberment and mania. The chess player begins with the arrival of an SMS from Akim, in which he will tell about the appearance of a certain chess player. It will come after completing all Salt quests in the Dead City and completing the Wave of Monsters. In Chessplayer, all references to "horror films" and mania are completely removed, the plot is left unchanged. This plot is completely autonomous and does not affect any other plots of OP-2, except for the information below in the section on questing.

Video


So the long-awaited OP-2 came out. Developed, having made a serious claim for the future mod in the first version, fulfilled their promise. We are waiting for the most interesting pastime, heaps of mutants and weapons - and - I hope - unforgettable evenings in our favorite game.

The long-awaited sequel to the most popular global mod for Stalker PM.
All the most interesting in one bottle: Narodnaya Solyanka, OOP, OP-1, Chess player. Together.
A bunch of new weapons, items, monsters, nepys, quests.

There are more than one and a half times more new quests than in PM + NS + OP1 combined. Many quests are new, unique, and have no analogues to this day. High difficulty and cool hardcore throughout the game. A truly global mod. Affecting absolutely all aspects of survival in the Zone.
Completely different gameplay. OP-2 is a different game. This is another, still unknown Zone.

System requirements

Recommended system requirements for a comfortable and stable game and to optimize the loading of savegames:
♦ Processor with a frequency of at least 2.5 Ghz
♦ At least 4Gb of RAM
♦ 64-bit Windows
♦ Fast bootable SSD with Windows, PM and OP-2 installed on it
♦ Non-integrated graphics card. At full dynamics on integrated video cards, a significant drop in FPS is possible on heavily loaded scenes. On the integrated video card, a comfortable game is possible only on static.
The bundled Pak 2 will run on a smaller configuration, but game stability is not guaranteed.
Unified Pack 2 works on all versions of Windows from XP SP2 to Windows 8.

File links and installation order

Installation order:
1.S.T.A.L.K.E.R. Shadow of Chernobyl 1.0006
2.United Pak 2
Mini-edits for OOP2 (Set as desired, at your own peril and risk):
Visible Grapple and Star of Arkhara
https://yadi.sk/d/W9T7TriyhbvKg
Systematized offline guide for OP-2 (For the file to work, you need to click the "Unlock" button in its properties)
https://yadi.sk/d/M0tbQBa2gvJDA
Full spawner for version 2.08-10 (Author: karavan150)
https://yadi.sk/d/AthtjkS6g6AM2
Cooking art in 5 minutes
https://cloud.mail.ru/public/DunP/gZQ2ZH1sR
Satellite photo
https://yadi.sk/d/rfosdmuidozbx
Immortal Quest NPCs:
https://yadi.sk/d/HXQZ8NvsgDoBo
OGSE 0.6.9.3 adaptation for OP-2.
http://stalkerportaal.ru/load/modifikacii_tch/isp/adaptacija_ogse_0_6_9_3_dlja_op_2/88-1-0-2105
Graphic addon V92 OP-2 Retexturing v1.0
http://stalkerportaal.ru/load/modifikacii_tch/isp/graficheskij_addon_v92_op_2_retexturing_v1_0/88-1-0-2106
Tags for most caches:
https://yadi.sk/d/wPIsIIL2hgoCS
Clever drop of parts of monsters (Additional information in the archive)
https://yadi.sk/d/JHA7gDjEgmNMH
100% drop of parts of monsters
https://cloud.mail.ru/public/LC4d/6ioZ4UuJj
Editing melee weapons (No wear on melee weapons)
https://cloud.mail.ru/public/G1cd/2htNrzsz4
GG does not explode on its mines
https://yadi.sk/d/KZKGincMhQoAT
Editing delusional dialogues after collecting documents for Voronin
https://yadi.sk/d/rUO_CEeHhGhMX
Increased amount of loot in corpses
https://yadi.sk/d/a8dGSNrvhmA9T
Pack of guitar compositions
https://yadi.sk/d/qaj_1qi-JU82k
Alexandritch's HUD for OP-2
https://yadi.sk/d/llS3ebu-i2f8J
DMX mod hood
https://yadi.sk/d/Mj8QzNoJi5MFd
A set of music sticks:
http://rutracker.org/forum/viewtopic.php?t=4899634
Eliminate time spent on cyclical tasks
https://yadi.sk/d/lja4k9EAibEdD
Editing to increase the font:
https://yadi.sk/d/_B7rDXBwm6yp6
24 slots for art:
https://yadi.sk/d/q4Flk_mhmatPB
Running on water. Wall stones are not shot
https://yadi.sk/d/ZHfbKnxDmatRB
No rain and fog at all locations + no sound of thunder
https://yadi.sk/d/oDlzpj1KmatSS
Endless use of maskhalats + you can use weapons in a maskhalat
https://yadi.sk/d/J7BguPy-matUR
Immortal Buggy on Sidor's quest
https://yadi.sk/d/mU0JNVVumatZM
Maps with marks on problem locations
https://yadi.sk/d/WOjd2mVmmatdM
Reusable repair kits
https://yadi.sk/d/JS1yDzMfmatem
NPCs do not rob Marked's stash
https://yadi.sk/d/sYQvDzXLmatg3
Turn off radiation in swamps
https://yadi.sk/d/tmtHjukCmatiK
Disabling radiation from art
https://yadi.sk/d/SN46R8WEmatjh
Edit to fix auto-grip rifles
https://yadi.sk/d/VHdqIoc7matnp
Manual teleports for 2 rubles
https://yadi.sk/d/B5OIeBC8matpY
The backpack does not tear when overloaded
https://yadi.sk/d/SP18xAEOmatt6
Standard music in the main menu + voice acting from the usual hodgepodge
https://yadi.sk/d/gtyGl09Mmatuh
Dark bioradar
https://yadi.sk/d/oKYzqcTnmatvW
At the beginning of the game gg has 1 million money
https://yadi.sk/d/wZiUOZD1matwo
Removed grass and bushes from Locations
https://yadi.sk/d/xANhUQCgmatxi
40 Artifact Slots (Posted by assassinario)
https://yadi.sk/d/bq_Yf7eKqQWTV
Disable anti-cheat (By assassinario)
https://yadi.sk/d/ad04jjC6mjFsZ
Super Knife (Posted by assassinario)
https://cloud.mail.ru/public/MSU1/uC3mXUKWM
100% chance of getting a cache from a corpse:
https://cloud.mail.ru/public/C97r/3aju15d8C
Unlimited exchange with merchants:
https://yadi.sk/d/u7pMRo7Upr8y7
Current patch 2.09: https: //yadi.sk/d/26fyC44RgAhCG
The current version of the fix: https: //yadi.sk/d/QU9VKJnnaaFV5

Installation

Everything that is written here is mandatory for accurate and flawless execution, even if you understand a lot about computers and think that some actions are superfluous.

1. We completely remove Stalker PM from the computer by uninstalling it. Not only the gamedata folder should not be on the computer, but even the S.T.A.L.K.E.R folder! If it remains, be sure to delete it manually! Also delete the stalker-shoc folder with all its contents. The easiest way to find it is through a search. This is extremely important and must be done, even if you are a super cool specialist in computers, you understand everything there and think that this is unnecessary and unnecessary. I repeat once again: this must be done without fail.

2. Install the PM Stalker. When installing, the game will ask you to enter the player's name. It is strongly discouraged to write 111, qqq, admin, Vasia Pupkin and the like. It is best to write your real name and surname in Russian. Playing in OP-2 you will understand why it was needed. This information is not transmitted anywhere and is used only by the game on your computer, so you can not be afraid)

3. OP-2 works only on the clean version of PM 1.0006. Therefore, whoever has version 1.0004 or another - upgrade the installed game to version 1.0006.

4. Download OP-2
OP-2 must be installed in the same folder where Stalker PM is installed.
Therefore, if you changed the default folder when installing Stalker TCh, then specify the same folder when installing OP-2. If you don't understand much about the folders, then to make everything work the first time, install Stalker PM and OP-2 in the default folders, without changing anything in the installer.

5. After you have downloaded and checked all the necessary files with the antivirus, completely disable the antivirus for the entire installation time. This is extremely important and must be done without fail, otherwise problems may occur due to incorrect installation. All files of the Stalker PM, OP-2, and others indicated in the links are absolutely clean. If it's still scary, then disconnect the Internet from the computer by simply pulling the network cable out of the socket. And then no virus will definitely penetrate you.

6. Install OP-2. When installing, we are not in a hurry. We carefully read what the installer writes and carefully do it all.

What to do if your computer slows down

A little about the "hardware" - the computer on which we all play Stalker and his mods. You downloaded the game, installed it, launched it, but somehow everything is wrong: the save takes a long time to load, continuous lags, freezes, frequent incomprehensible crashes due to lack of resources and it is not yet understood why ... What to do?

Of course, you can just go to the store, waste a lot of money, buy a cool new computer. But such a solution will not always give the desired result. Why? And one more thing: what about those who have limited finances? Can they improve something?

Both of these questions are easy to answer if you try to understand how the Stalker engine uses computer resources. To begin with, the Stalker engine doesn't need a new computer at all. In our case, this is generally a waste of money. Why? Because the engine was written in 2002, and even then it was possible to play Stalker at maximum settings. Therefore, a simple replacement of the computer will not help much here.

But there is a solution. Quite simple and inexpensive. Available to almost everyone. We only need to make a small upgrade.

To understand what kind of upgrade we need, let's find out which of the computer resources the engine needs the most. Powerful processor and cool vidyuha - no. Processors and video cards released in 2007 coped well with his requests. After the processor and video card, the engine uses the hard disk and memory most actively. And this is where we can radically change the situation.

First, about the memory. An engine, as a 32-bit system, cannot use more than 2Gb of memory. Therefore, to maximize the engine's memory usage, it needs to allocate all the 2Gb it asks for. How to do it? Simple: expand your memory to 4Gb and install Windows 7 64-bit OS or higher. It is important to install exactly the version not lower than Windows 7, tk. Only this OS will finally teach you how to work correctly with more than 2Gb memory and correctly distribute it to applications. When you do this, in the process of running Windows will completely go into the 3rd and 4th gigabytes, providing the engine with as much memory as it asks for.

Now about the hard drive. Nowadays, devices called SSD drives are being sold everywhere. This is the same hard drive, only it is made on the principle of a flash drive - there are no iron and mechanical parts. The speed of writing / reading from such disks today is up to three times faster than from the fastest iron HDD. Here it is important not to save money. The hard drive is the slowest link today, and therefore we need the fastest SSD available that you can afford. The engine is extremely active in communicating with the hard drive, and the speed of the SSD in our case is crucial for improving the overall performance of the Stalker in general and the computer in particular. The faster the SSD, the faster the game and saves are loaded, the faster the work with the swap file goes, the faster the whole system works. So take your time when choosing an SSD. Read reviews and reviews, see ratings.
The new SSD needs to be made bootable. You need to install Windows 64bit on it, a swap file (it falls on the system partition by default), Stalker, Solyanka, this OP, and put saves. 60Gb is enough. And we connect our old disk second, and store everything else on it.

When in January 2010, instead of buying a new computer, I made such an upgrade, my Windows performance index immediately rose from 4.3 to 6.1, Windows7 boots from the moment it was turned on to the desktop in 18 seconds, OP-2 starts up to the menu for 14 seconds, the save is loaded 40-60 seconds depending on the lock, and this despite the fact that the computer is almost 10 years old !!! At the same time, memory crashes and lack of resources stopped almost completely! And OP-2 is completely made on this old computer) I don't know what else can increase the performance of old hardware so much with such minimal costs. If anyone has ideas, be sure to share!

So, to summarize: in order to maximize the performance of our beloved Stalker in conjunction with OP-2 with minimal costs and minimize memory outages, we need:

1. Increase the memory to at least 4Gb.
2. Buy the fastest SSD drives available to us. The volume is not important, 60Gb is enough. The main thing is as fast as possible.
3. Make this SSD bootable, install Windows 64bit on it, a swap file (by default, it falls on the system partition), Stalker, OP-2, and put saves. It is not necessary to install the maximum version of Windows, Home Basic or Home Extended is enough, especially if you bought a disk at a minimum, 60Gb.
And that's all.

I use it myself: E6750 2.66GHz Duo CPU / Asus Commando / 6Gb RAM / 120Gb SSD / GeForce 8800 GTS / Win7 Ultimate 64 bit. All hardware except additional memory and SSD was purchased in 2005.

And the last thing: the processors released now can be well "overclocked", that is, to increase their clock frequency without the appearance of any glitches or freezes on the part of the computer. If you are quite advanced in this matter, then "overclocking" the processor will also increase the FPS and reduce the loading time of saves)

Bug FAQ

Question: I do not have parts of monsters rising.
Answer: you need a knife, you can get it from Kuznetsov for one of the quests

Question: my backpack broke and my clothes began to fall out
Answer: a plastid exploded in your backpack or you carry a lot of things

Question: artifacts disappeared from my belt and cobblestones appeared
Answer: artifacts tend to deteriorate, most often after emissions

Question: my edits don't work, what should I do?
Answer: it means that you installed it incorrectly or did not fulfill the necessary requirements for its operation

Welcome to the site! On this page you can download the best cheats for OP 2, namely the spawner and edits, using which you can make it easier for yourself to go through this mod. It's no secret that this modification is quite difficult to complete, so many players are looking for various ways to simplify the game for themselves. And there are several working and proven ways to do this. We will discuss each of them in detail later in this article.

United Pak 2 is perhaps the most ambitious modification for the game. The mod includes so much content that it can take months to complete. Here players will find many storylines, a huge number of secondary quests, an incredible number of high-quality weapon models. With all the desire, it will not be possible to list all the innovations and features of this mod, so we turn to the main topic of the article - cheats and other ways to read in this game.

Spawn menu for OP-2 (2.09 fix 2) from karavan150:

With this multifunctional spawner, you can get absolutely any items in the game, including armor, weapons, artifacts, cartridges, medicines, quest items, and so on. In addition, there are several additional functions, including teleportation at specified coordinates, the ability to add money, the ability to change the weather, and others. Below is a list of hotkeys that you can use while paused.

S - Activate the SPA-MENU.
M - Add 10000 money.
N - Restore health up to 100%.
T - Teleportation to various locations. List of teleport points in the file - _ms_teleport.
W - Ability to change the weather. Details in the archive in a text document.
R - Change the grouping of the main character.
O - Ability to see the name of any subject with a translation into Russian.
U - Teleportation by coordinates. To take coordinates, use the F1 key.
P - Spawn mutants and NPCs from a distance.
Y - Make a personal save on damage.
L - load the last save.
F1 - Show the current coordinates of the character.
F2 - Part of the name of the object to search.
F3 - Ability to remove all anomalies within a radius of 10 meters from the main character.
F4 - Section of the desired object, quantity.
F5 - Part of the name or object to be deleted.
F7 - Spawn.
F8 - Spawn.
F9 - Object section and quantity (for getting into inventory).
F10 - Resurrection of the dead NPC that is under your feet.
F11 - Section of the desired NPC.

Installation and use:

1) Move all files from the archive to the folder with your game.
2) Enter the game, load the last save.
3) Pause the game by pressing the ESC key, then press one of the above hotkeys. Those. to activate the main function of the spawner during the game press ESC and then S.
4) Choose which items you need and spawn them directly into your inventory!
5) More detailed information about the use of other functions is in a text document in the archive.

Edits:

You can also download a selection of various edits that may also be useful to you. The archive includes the following edits:

✔ Tags for collector's stashes (only 1 stash spawn place + will always be tagged)
✔ Disable rucksack rupture on overload
✔ Ability to use weapons in a gravity suit and camouflage exoskeleton
✔ All invisible caches will now be visible
✔ Cooking artifacts in 3 minutes + arts will not be consumed during the ejection
✔ Photos of anomalies and monsters from the satellite
✔ NPCs do not rob the main character's caches
✔ Repair of completely broken weapons and armor + the ability to use repair kits several times
✔ Disable shaking at Chernobyl 2
etc.

Installation is simple. Choose the options that you need and copy the gamedata folder to your game folder. If necessary, you must agree to replace the files.

If there is already a Stalker:
1. Uninstall
2. Delete folders S.T.A.L.K.E.R., stalker-shoc

1. Install Stalker Shadow of Chernobyl v1.0006
2. Run the OP-2 installer, specify the path to the game folder, the path must be the same.
3. Roll on patches (below)

TEAM OP-2

Proper70: Basic scripting, first of all the most complex and difficult to implement. Small quests, all major adjustments to the balance and atmosphere of the game, the main work on correcting all detected inconsistencies, crashes and glitches of PM and hodgepodge. Curator of the project.
Buusty: All new guns, new monsters, config curator, big battles, quests.
Akill: An incredible amount of new quests and plots. Dialogues, scripting.

Below is a small list of those who actively helped in the creation of OP-2:
Aleksandrych: a lot of new weapon models, editing / optimization of textures, as well as old weapon models, many barrels were made by him specifically for OP-2 "on order". The author of the script and the ideological inspirer of one of the new plots of the OP-2. A whole bunch of practical tips for optimizing weapon balance in the game.
Resident Evil, FenRiR: Almost all new hard-to-find caches. Script writers and directors of the "Sniper" plot, embryo plot and island plot.
volazar: Correcting all crashes and glitches associated with alspawn, including headless on the AU, Labyrinth and MG. Author and scriptwriter of the teleport cache plot and the flight plot.
kot_begemot: Many different ideas, suggestions. Creation of continuation of Collector's caches and documents for Voronin. Author of several hard-to-reach caches.
bubulyka: The ideological inspiration and author of most of the humor that you will meet in OP-2)). Author of several hard-to-reach caches.
BoroDa !: The author of several great places for hiding places and the mastermind of excellent tasks in the Sniper storyline.
kirag, lsclon: Help in understanding the tricky parts of scripts.
fume, Alfa2012, ShiZ, jgar: Textures, icons.
Charsi, 22ff, amik, goroff: models.
amik, goroff: particles.
Artem_K., Jgar: New NPC models.
Grisli: All work with sound.
[email protected], Grisli, Shimmering: Skinny.
Lobsang, Chezet, kot_begemot, kabachok, vesker, Residet Evil, BoroDa !: Active and very thorough testing.
vesker, kabachok: Authors of the vast majority of incredible and brain-blowing caches.

The authors of OP-2 are grateful to all those several hundred (!) Stalkers who, in a variety of ways, helped us a lot or little in creating this mod. I would like to express special gratitude to ff22 for the model of the flying island, amik and goroff for new gorgeous monsters, anomalies and simply magnificent particles, kirag for the camera, flight and many other scripts, for invaluable help in clarifying and understanding very difficult moments of scripts, as well as for those scripts that, I still did not fully understand how they work)) Without his help, some plots and many new quests simply would not exist. And, of course, special thanks to lsclon for constant very detailed and intelligible consultations on many issues, as well as for the implementation of some simple and not very tasks that arose during the creation of OP-2)

DESCRIPTION

Key balance and gameplay changes

Difficulty levels

Difficulty levels have been renamed to more similar now to what is in the game: "Warm-up", "Extreme", "Survival" and "Realism". This is done because now the difficulty level depends not only on the probability of hitting and the degree of hit (as it was in PM and Solyanka), but also many other things related to balance, defenses, combat tactics and other aspects of the game. Combat tactics on Realism and Warm-up are now completely different. Therefore, playing at the easiest level (Warm-up) will seem to you a real warm-up in comparison and playing on Realism)

Carry weight and hamster

Many have asked for a reduction in weight to enhance hardcore. An alternative solution has been made, which will be much more interesting than a simple weight reduction. Carrying weight reduced to 80 kg. Also, for all exoskeletons, including the Steel Rat, the additional carrying capacity is reduced to the same level: 60-90 kg. This is so that they do not run in only one exam of bandits, then in the Steel Rat. At the same time, the carrying capacity of the gravity suit has been greatly increased - in it you can carry a total of 310, and after the upgrade to 340 kg, and all negative properties have been removed from it. Thus, its value is dramatically increased. But: now in a gravity suit you cannot use a weapon. This is realism, since a stalker loaded with junk cannot fight - he has both hands busy - they carry a swag. To fight the monsters - you need to free your hands - to lay out a part of the swag. Therefore, upon seeing the enemy, we throw a backpack, and into it, or simply on the ground, we throw off some of the junk, take off the gravity suit, put on combat armor and go to fight. Then we take everything and move on. Or we are plotting a route bypassing enemy clusters, hiding behind bushes, buildings, relief drops. To look around: we stop, take off the gravity suit (while the GG cannot move from overload) - like freeing our hands - we take the binoculars, look around, then put the gravel back on and move on. While the GG looks through binoculars, things are not thrown away. Or, first we clear the route, then we carry the swag. As it is in life. And then we gained 270 kilos, and we are at war with might and main with monsters - this is not good. Therefore, on the one hand, now there will be less running around with a swag - you can carry more cargo at a time. But you can carry all this only when it is quiet and calm around. The hamster tactics are changing markedly.
For all body armor, the dependence of the weight of the carried load on their wear is made. The more worn out the bulletproof vest, the less weight it can carry. All the extra swag will periodically fall out of the backpack. The dependence on wear is linear, i.e., if a fully functional body armor adds 60 kg, and with it you can carry 80 + 60 = 140 kg, then the killed half (50%) adds only 30 kg, and in the half killed body armor you can carry only 80 + 30 = 110 kg. If you take 120, or even 130 kg, then you can move, but the extra swag will already fall out along the road. In the inventory, the reduction in weight from wear is not displayed - it always shows the transferred weight for a fully functional body armor. This is also realism - you cannot know in advance when and how much swag can fall out through a torn bulletproof vest. So fix your favorite gravity suit or exoskeleton in time, or wear less so you don't lose your swag. I also warn those who like to edit the weight: all the extra swag above the permissible weight will also periodically fall out, so be worried about picking up. 340 kg in a gravity suit is more than enough to deliver the swag to the merchant who buys more expensive and to complete all the quests for the hamster.
So, let's summarize. Things are not scattered in four cases: when there is no overload, when the GG is talking, working with a cache or looking through binoculars. Therefore, we have 3 ways to deliver a large amount of swag to a merchant using a gravity suit:
1. We go stupidly to the merchant, having met the enemy - we throw the backpack into it, or just dump the junk on the ground, change into combat armor and go to fight.
2. We carry the swag not by a direct and short road, but bypassing enemy clusters, hiding behind shelters, crawling forward.
3. First we clean up the territory, then we return and carry the swag.
The coefficient of reduction of the carried weight of the armor depends on the level of difficulty. The above example of calculations - 100% dependence of the additional carried load on wear and tear - works on Realism. With a decrease in the level of complexity, the dependence of the carried weight on wear decreases less and with the same wear of the armor, more can be carried. There is no dependence on wear during the Warm-up - things are not scattered even at maximum load, regardless of the wear of the armor, if you do not cheat with weight.

Artifact protection

Artifacts cannot gain any of the immunities above a certain percentage. This percentage depends on the level of difficulty and is:
Warm Up - 100%, Extreme - 86%, Survival - 73%, Realism - 60%.
All unnecessary artifacts that increase any immunity above the specified percentage are automatically removed from the belt, about which a corresponding message is received. Fighting has become much more real - with a knife, you can rush to a crowd of monsters only in the Warm-up. On Realism, in many battles, you will have to come up with new tactics more similar to real life. But the results of preliminary testing showed that this innovation does not make the game more difficult. It's just that now, even in the Steel Rat, GG will not be a Terminator, who does not care about any monsters. And this will force you to come up with new tactics in those battles that you previously passed without problems, setting immunities over 100%. The 60% limit on Realism is a limit deduced by testing and passing the first OP, which makes the game on Realism really difficult throughout its entire length, but without fanaticism - all battles are played quite realistically, if you think about it and choose the right tactics. The limits are automatically changed when you change the difficulty level in the Main Menu. If you can't get through on Realism, go to Extreme. And who is too lazy or reluctant to think, or like to fight with a knife with herds of monsters - put the Warm-up and go ahead. Thus, the wishes of all groups of players are taken into account.

Something about armor protection

Recently, there was an opinion that the dressed bulletproof vest does not protect the GG, but only protects himself. This opinion is erroneous. The bulletproof vest protects the GG, but: when calculating the damage inflicted, the protection by artifacts and the protection by the bulletproof vest are not added, but are applied separately.
The formula is as follows: hit received = hit hit * (1-armor protection) * (1-art protection).
For example, if the suit has 50% protection against bullets, and you gained 25% of this protection with artifacts, then you will receive (1-0.5) * (1-0.25) = 0.375 or 37.5% of the hit hit, and not 1- (0.5+ 0.25) or 25%, as it might seem, if both defenses are added.
Another example: a bulletproof vest has 50% protection against electric shock, and you have gained 90% of this protection with artifacts. In total, it turns out more than 100% and it seems that the GG should be invulnerable to hit with electricity. But this is not the case. You will still take 5% damage each time you hit the Electra anomaly, because (1-0.5) * (1-0.9) = 0.05 or 5%.
Therefore, the degree of protection of the GG still depends on the worn body armor. It's just not as noticeable as it seems at first glance)

Recognition of NPCs at a distance
On Realism, the recognition of NPCs and the distance to the target are forcibly disabled. Well, where did you see the barrel showing, friend or foe in front of you? And on top of that, the distance to it? For reasons of realism, these options are disabled. Define friends and foes, as in real life - in appearance. And measure the distance with binoculars or an optical sight. Still, of course, it would be necessary to turn off the sight. And what is this super sniper in the face of the GG, who, when shooting "offhand", from the knee clearly hits the enemy's head from 30-50 meters? And if you remove the scope, then it becomes much more difficult to hit the head. But the mod is already quite complex, so disabling this option on Realism is left to the player's choice. However, for the sake of completeness when playing on Realism, it is strongly recommended to turn off the scope as well. The atmosphere is changing even more radically. It will be necessary to constantly and wisely use the optics, and sometimes it will even need to be removed in general so as not to interfere)

Patches

PATCHES AND FIXES

Install in order

S.T.A.L.K.E.R. Shadow of Chernobyl 1.0006
Unified pack - 2 with patch 2.09 and fix 2, as well as 20+ edits

Where to get:

Attention! Before installing OP-2, if you had any S.T.A.L.K.E.R. "Shadow of Chernobyl", it must be completely removed from the computer. In addition to the usual uninstallation, you need to manually delete the entire S.T.A.L.K.E.R. directory. completely, if it has remained in any form, as well as the stalker-shoc directory with all the contents from "My Documents". At the time of installation, we completely disable the antivirus, carefully look at everything that the installer writes.

After the start of the game, it is unacceptable to skip the screensavers at the first start! At this time, scripts "rustle".

  • S.T.A.L.K.E.R. Shadow of Chernobyl 2007 v. 1.0004 and updates to 1.0005 and 1.0006 (note: I downloaded the game elsewhere, any time you need a license updated to 1.0006, and only then install OP-2)
  • (2.91 Gb)
  • The rest of the edits in one archive (410 Mb)

Installed edits:

  1. V92_OP-2_Retexturing_v1.0 update_1-1
  2. OP-2. Immortal quest players. 2.09_1-2 from karavan150... In the game, those who give quests, and quite important ones, can die very vitally. You have to restore the game a few saves back and run to save. To put it mildly, it’s uncomfortable: maybe I just cleared 100,500 monsters there at the other end of the Zone. In principle, there is a resurrection artifact, but I have never used it (and it is unlikely to get to it without knowing what to do), and I do not know if corpses are stored there in order to resurrect. It's easier to install this mod, and "lucky, survived, superman" is still more logical than resurrection.
  3. Tags for most of the OP-2 caches from Eugen81... Otherwise, they have to be searched for by descriptions such as "by a large stone near the road", and there may be several such descriptions to choose from (and the cache is only in one place), while it may be invisible. And to see it, even knowing about it, it will take acrobatics. Nafig-nafig, this is not an RPG already, but some kind of perversion.
  4. Visible teleports from Eugen... Imagine how "fun" it is to play with invisible teleporters, especially if you have to ride them in a certain order.
  5. We remove time for additional quests 2.09_2... I hate timers.
  6. Cancellation of the exchange limit_2.09_2... For some reason, there was a limit on the number of exchangeable cartridges from merchants, where is the logic?
  7. Corpses drop almost everything in good condition + 100% armor drop_2.09_2. It is logical. And then he killed someone - and the armor cannot be removed.
  8. Improved editing of cartridges for OP-2. increased the number of dropped cartridges... And it’s strange: like kill someone right away, but he has almost no cartridges.
  9. Clever dropout of monster parts from dsh and BlooderDen -- depending on where the bullets hit, etc.
  10. Editing by Akim from Peregar... Akim buys ekzes (expensive), artifacts - arts in general should be the main source of income; it is a pity that most modmakers have forgotten why stalkers go to the Zone. Also on sale were cartridges 5.45, 7.62UZ and 12x108, prices are more adequate than others.
  11. Satellite images of animals and anomalies from lines91, build karavan150: For those who are tired of completing the quests Photo Hunt, Silent Hunt and Photo of Anomalies (for example, after NI), I post an edit to the logic of the camera. Now remove anomalies and animals (if I understood everything correctly) are performed in the alife online zone (correct, if not right, it's like 300 meters, if not more).
  12. Stones and walls are not shot from karavan150... It makes sense, isn't it? And then they shot, and only in one direction: when they shoot at the hero.
  13. Removed the delusional final dialogue with Voronin, about the documents from the downed helicopter, from BFG and Evgen... There really was some kind of nonsense.
  14. OP-2. GG does not explode on its mines... It makes sense: he knows where he placed them and how he disguised them.
  15. 24 slots for art... Why not? Moreover, four are always occupied with instruments.
  16. Maps with marks on problem locations... Just inscriptions of places on maps to make it clearer where to go.
  17. OP-2. Particle highlighting of restrictor... Sometimes to trigger an event, you need to go through a particle, and when teleporting, it may not work. Let them light up better.
  18. Large print for OP-2... Otherwise, my 2560x1600 is too shallow.
  19. OP-2 mute music... Disables the annoying song from Sidorovich and when exiting the menu.
  20. guitar_pack... Adds music for guitarists.
  21. Mobile Manager for OP-2.09 fix 2 (mm_op209f2) from Singarur22 and others... I use a flying camera, otherwise getting many caches is pure masochism, and teleports for cases when you need to move along a safe route through several locations (each transition takes five minutes or more), especially if you need to drag a lot of cargo, i.e. run away more than once. In critical situations, it allows you to generate the necessary thing for yourself, but this is cheating.

Temporarily:

  • Immortal Buggy on Sidor's quest

You cannot put:

  • Cooking art in 5 minutes for OP-2, since somehow the edit breaks the nafig state of the melee weapon as soon as it enters the slot.

Adequate review of the game:

A small introduction.

In modern culture, computer games have confidently taken their own, original niche, which was completely empty before. I will say more, even 40 years ago, no one even suspected of its existence. So they are now an integral part of the culture of mankind and confidently stand on a par with literature, painting, sculpture and other arts. In this regard, they require an appropriate approach to their creation. The art of creating computer games is significantly different from the art of creating traditional cultural works. Fundamental, as always, is the talent of the developer, who sees in the newly created game, first of all, a work of art, and only then tons of program code, which is the material basis of the work, like canvas and paints for an artist.

The game world of "Stalker" has confidently occupied its own, albeit modest, niche in the world of computer games. The game gained popularity, which resulted in the creation of numerous so-called "mods" on the theme of adventures embodied in these games. To my deep regret, in my opinion, the number of "mods" that really claim to be a full-fledged computer game is negligible, less than fingers on one hand. This massive mod is not included in this number. What prevented such a grandiose work from becoming a full-fledged computer game?

In the end, miscalculations and gross errors made during the development of the mod prevented. Which ones?

First of all, the code of this game itself, which raises a lot of questions about its optimality. On a 64-bit seven with 8 GB of RAM, an unmotivated hang of the XR_3DA.exe process was observed a sufficient number of times, which at the time of the hang took from 3.5 to 3.8 GB of RAM.

There were also crashes, for example, the following: FATAL ERROR Expression: Ran out of memory

Absolutely random, unmotivated failures were also observed:

Description: there is no specified level in the game graph: 205 ",

Arguments: LUA error: ... \ scripts \ bind_det_arts.script: 120: C stack overflow;

Arguments: LUA error: ... \ scripts \ state_mgr.script: 197: C stack overflow.

and the figure at the end was different all the time.

However, paradoxically, this mod is one of the most stable of many known mods, if we evaluate the ratio: the number of departures to the number of simultaneously completed quests.

What is this game, if we consider it as a work of art?

You can start with the simplest thing - from the name. What is OP-2? There is a brand of fire extinguishers. It can also be described as "Software for testing the engine for the game Stalker. Shadow of Chernobyl. Cumulative pack 2". Why am I talking about all this? Let's remember the classics. "... A whole arsenal of absurdities and devilry is still not enough to breathe soul into a fairy tale, if it does not have a deep plan based on a certain philosophical outlook on life ..." (E.T.A. Hoffman. Princess Brambilla (Balibia From the preface, 1820).

Is it possible, judging by the name, to understand what this game is actually about? What is such a deep plan of the authors? Hardly anyone will answer this question in the affirmative. Although if you dream a little, you can come up with several variants of normal names. Here is at least this: "The Adventures of the Marked One. Their fullest exposition with all the smallest details, about love and death, friendship and betrayal, victory over evil." In my opinion, it is not at all worse than the current name. And the abbreviation "PM" is somehow more attractive than "OP".

As I will say a little later, the game has a whole arsenal of inherent, extremely positive qualities. However, as it progresses, an association involuntarily arises with the statement of another classic, Mikhail Evgrafovich Saltykov-Shchedrin: "- The late Daria Semyonovna used to say: our life here is like a villager that is served in the Maloyaroslavl tavern. - nothing, as if like food; but if you start stirring and looking, it will throw up! " (Modern idyll, 1877).

Unfortunately, there are very, very many such mentioned unpleasant sensations in this game. And not only I saw them. In many forums, people simply groan from the unnatural quirks arranged by the authors. I will not give specific examples here, since forums to read everything yourself in a state.

It seems that the creators of this product are very vicious towards those who want to use it. The so-called anti-cheat alone with its false positives is worth a lot. Very unfriendly game interface. The very ideology of interaction with the player is imbued with the spirit of violence against the player, he is literally forced to fulfill the most far-fetched and complex requirements, the complexity of which is often due only to the speed of pressing the keys and the "sacred" knowledge of some "game engine errors" that allow performing certain game actions. However, people are all different. Some would be happy, but they do not have such opportunities. Therefore, solutions are found that negate all the efforts of the developers to raise the "interestingness" of the game. But it could be done so that people are not looking for all sorts of "features", but they themselves tried to complete the game at the highest possible level of difficulty for them. And these methods have long been known and successfully implemented in some mods. I mean the rating system. When for each significant action the player is awarded points. After reaching a certain value, an award is given (a beautifully drawn medal or something similar), which can be optionally placed on the "desktop", a "title" is assigned. In addition to the "moral" one could establish and "material" incentives. For example, improved accuracy, the ability to carry more weight, etc. What could be done here? All these semi-underground "spawners", edits of the parameters of the GG (jump, weight, health, etc.) - to be declared the official chips of the game. Check out in a friendly interface. So that you can customize the game for yourself without straining. But! For each deviation from the "norm" worked out by the authors - to remove a certain number of points, to deprive of awards and achievements. For example, do you want to take a cache, but not jump? Please - the scale for increasing the height or range of the jump is at your disposal. Do you want to navigate the terrain in an abnormal way, according to coordinates? For God's sake! But excuse me from the rating, we will subtract how much is due for this. Etc. You can go further. For example, in the course of the game, form a specific file in which the player's current rating will be securely encrypted. If desired, it could be presented on the official forums for this game in order to participate in discussions in accordance with its status. That's all. And no violence is needed. People will rape themselves in order to achieve high ratings. And someone will pass the game with a zero rating. For the first time. And then he will return to her to rise.

I would like to note such a concept as game rhythm. The authors of this mod, it seems, have not heard of it. A series of dynamic battles can suddenly end with a leisurely, sometimes tedious, jumping quest or excursion in search of something. There is no balance between these rates of passage. Creating this balance requires the highest level of developer skills and is one of the most difficult and challenging moments in game development.

A few words about the essence of quests in this game. What is the value of this quest? I believe that a decent quest should be able to be solved only on the basis of information obtained by the GG during the game. If you solve quests by increasing the number of views on YouTube, then this is no longer a quest, but something else that has nothing to do with the game, for example, Volazar's quests and a number of others. A typical example is the quest for Volazar's caches in MG. The very first teleport must be looked for "on the ruins of the school", this is a literal quote. Firstly, the whole school is standing, and secondly, on YouTube (!) The teleport turns out to be on the ruins of an apartment building. In my opinion, this is a deliberate misrepresentation of the player in order to increase the number of views of this video, and it is done simply - one letter "y" is missing. If this happened unintentionally, then it can rightfully be considered hack. Or, for example, the plot "Islands on Jupiter". "Look for the teleporter in the corner" - quote. And the teleport is not "in the corner", but "on the corner". There is a difference? The language rules are still valid. Again, either hack, or deliberately misleading the player. And, unfortunately, there is too much of such an unsightly tongue-tied tongue in the game.

1. Come up with and hide a quest item outside the visual detection zone of the player, or even better, so that the item spawns if the GG comes close to it, or passes through randomly placed restrictors;

2. Do everything possible so that the player never knows about the presence of this quest in the game;

3. If, nevertheless, the player found out about the presence of the quest in the game, then give him incomprehensible, delusional, and sometimes false initial information to complete the quest;

4. Clap your hands for joy because no one was able to complete the quest.

For the sake of objectivity, it should be noted that "normal quests" are present in the game. For example, I liked such quests as the search for fly agarics for the Forester, Kostya's cache in Yantar in garbage cans, Panadol in Eastern Pripyat, TV for Dimak in Vost. Pripyat, Kostya's hiding places in Central Pripyat, searching for documents for Voronin (mostly) and several other quests, for the execution of which you do not need to press the keys with crazy speed and uselessly use various "special means", these caches you just need to find and that's it.

My acquaintance with the game was not easy. As expected, from the very beginning of the game I accepted all the established rules and followed them in good faith. It wasn't easy to play, though. Suffice it to say that as the first achievement of my GG, the developers called him Semetsky. The real troubles began at the location "Swamps". At first, it seems to be quite a trifle - when receiving a task from Sviblov to destroy the "special controller", he asked to bring him any part of the killed monster. Here the key word is any, as it was in the dialogue. However, in the assignment it was already written that it was the red brain that was needed. Sorry, but the controller's hand also fits the definition of "any part of the monster." The question is, on what basis was the brain inscribed? Good. However, it was the brain that did not spawn in these controllers. I searched everything around, found all the controllers, none of them had a brain. Problem. Kind people on the forums suggested that in order to take the brain, it is impossible to complete the game while completing this quest and then load from the save. And so it turned out. This state of affairs greatly alarmed. Then it was even more interesting. According to the quests of the Cat, it was necessary to find a stalker on the base of the ChN and get information about the Monoliths from him. However, the search was in vain. There was no such stalker at the ChN base. Not even his corpse was found. Again, this problem was not only for me. She slipped through the video "anti-snaps" and a number of members of the forum. No one suggested a solution. Thus, a whole branch of quests has stood firmly. Actually, on this it was already possible with the game and say goodbye. What I figuratively did. Because after installing the spawn menu and other gadgets, the use of OP-2 went not as a game, but as a "software" in the familiarization mode. Of course, I tried to play as before - "according to the rules", but if something went "wrong" - I resorted to the help of "special means". With all the desire to plunge into the world of the game, it was no longer possible, trust in the authors was lost. Due to the fact that in an ambiguous situation it is not clear: either the GG did something wrong, or another mistake of the developers manifested itself. And the mistakes were not long in coming. So, for example, for a long time GG was looking for a second sledgehammer at the ATP (Sidorovich's quest). And she was nowhere to be found. Even where the author of the video showed how he found it. Here is my GG, fumbling with the mouse pointer at the very place where the sledgehammer should be, and suddenly, right before our eyes, it appears from the ground, as if nothing had happened. Surprise, his mother!

With the disappearance of the corpses, a very incomprehensible story turns out. For some reason, those corpses that are vital for the game disappear without a trace, and completely unnecessary ones lie around the whole game and do not go anywhere. For example, the corpse of the military Andrei on the Cordon, which needs to be searched, to find the PDA and a note, and from which, in fact, a very large plot of the game begins - disappeared without a trace, before the search! At the same time, three corpses in the Dump, next to the transition to Cordon (the release of the hostage at the first entry into the Dump) - the whole game is lying on the road. How can all this be explained from the standpoint of common sense?

The systematic use of space outside the "game location" and the so-called "teleports" in the game, in my opinion, is not a sign of good game tone and caused very unpleasant sensations. When this happens all the time, the image of the game world is lost, together with the GG the player "falls out" of the game world for a "location". The atmosphere of the game disappears. This method could, in my opinion, be applied once or twice, but in no way can it be introduced into the system. If the authors did not have enough space in the standard location, why not expand it to the necessary limits? You can go the other way - make all fences and barriers passable, as done in some other mods.

But these are situations, albeit unpleasant, but which can be treated with understanding, given the non-commercial, amateur level of mod development. In this case, there is nothing else to do but ask the developers very politely: "Guys, can you fix something?"

To the developers' credit, it should be noted that after a while patches appear that fix certain errors. But in my case, some of the errors mentioned were fixed when my GG was already far ahead of these game moments. Therefore, it is written after the fact.

During the game, the feeling repeatedly arose as if the authors with an unintelligible presentation of the content of the tasks, with delusional dialogues, wanted to "raise" the level of interestingness and mystery of the game. I discussed this moment with "colleagues". It was suggested that in this way the authors are trying to emphasize the "atmosphere" of the exclusion zone. Like, there are no normal people there, everyone is either under drugs, or drunk, or with a broken roof. Therefore, no one can clearly explain anything. Well, such an "artistic" device has a place to be. However, why not after the dialogue with this or that character, GG not comprehend and write down normal information on the quest in his PDA? By the way, in some quests this is done, the delusional initial dialogue is processed to a sane level and placed in the PDA.

Indistinct description of the task. For example, when looking for four caches of the Old Resident, it looks like this: "4 caches. Landmarks. Roof at Agroprom, roof at Svoboda base, checkpoint at Kordon, ruins near the checkpoint." How can you understand from this description of the assignment that "the ruins near the checkpoint" are generally located at another location - the Garbage? If only they put a full stop instead of a comma, or something. Hack;

According to the quest "Radiation protection for Kruglov". "Find 2 porcupines of all varieties." I just want to say in the words of a classic: "Announce, please, the entire list." How many of them are there in general and what kinds of them? There is nothing about this in the game, hack;

According to the quest "Radiation protection for Kruglov", the artifact "Crystal soul of Bengaz" is called the "soul of Bengaz", so look for this "soul" in all locations - you will never find it. Quickie.

Sakharov's quest, "bring 1 embryo of each monster." There are 32 types of embryos in the zone, and Sakharov, it turns out, needs only 16! Here's to you and every monster !!! So you can hand over this quest for a very long time and not hand over it, also hack;

After the sale of the "only" sniper rifle in the zone, this dialogue does not disappear from Akim, you can, if you wish, buy one more or several "only" rifles. In a cache in the Dead City, and in some other caches, there are several more "unique copies" of this rifle. It does not affect the course of the game, but it characterizes its technical level and culture of performance;

After clearing the Dead City from the Last Day faction, Bullseye finds a note from Spark. The Perfumer appears here. A dialogue ensues between them. Everything would be fine, but for some reason the Perfumer's replicas turned out to be with the Tagged One, and the Tagged One's replicas with the Perfumer. Got mild cognitive dissonance. Hack;

The FA MAS Prototype3 quest rifle (sic in the assignment) appears to be designated in the game as FA MAS G2. Because of this discrepancy, the quest for the Raven's weapon hung unfulfilled for a long time. Negligence, or pure hack. And this is far from the only example. There are many messages on the forums about how people suffer, trying to "honestly" pass "hamster" quests;

In the quest "robbery of bandits" in MG, canned food "Tourist's Joy" is called "canned meat". It is not surprising that some players did not understand what they were talking about and, having more than 20 cans of this "joy" in their backpacks, unsuccessfully searched for "stew" in all secluded and restless corners. I myself saw this in the corresponding video of the "Evil Stalker". Hack;

In many quests, you need to find a certain amount of ammo. The tasks indicate the quantity, for some reason in packs. In inventory - cartridges are counted in units of pieces. Why is there such inconsistency? There should be a uniform description of the quantity. Interestingly, the computer is forced to "recalculate" the units in packs to analyze the conditions for completing the quest? Why this additional waste of resources? In addition, the type of cartridges is not indicated, of which there may be several. The player is forced to guess what cartridges (regular, armor-piercing, isomorphic) are still needed? Hack;

The list of transitions in the PDA does not correspond to the labels of transitions between locations marked on the map. For example, in the jump lists there is no transition to the location "Jupiter", marked on the map in Eastern Pripyat. Some transitions, on the contrary, are not on the map, although they are in the lists. For example, going to Pripyat to ATP, etc. This is a flaw, or otherwise - hack;

These examples are not given as an exhaustive list of blunders (of which there are actually much more), they are given simply as an example, in order to understand - the attitude of the developers towards the fans of "Stalker" is very, very frivolous, dismissive. And they reacted to their development without due respect and love.

In addition, the level of the mod would be much closer to the level of a modern computer game if:

When viewing the map, and hovering the mouse over the location, the opportunity was presented to "glance at" some "information about the location", for example, by RMB, namely: to see on the screen a list of current quests available here, formed in the right order so that the logic of the game does not go astray, a list of active quest characters located at the location;

When viewing the contents of caches equipped with a GPS beacon in map mode, set the ability to scroll through the contents displayed on the screen, because in some cases, all items do not fit on the screen;

Correct the scrolling of the inventory interface - jumps to the beginning after moving any one of the items located at the end (bottom of the list), as a result, a lot of time is spent on moving a group of items. It would be nice to organize a group movement of objects so that you can set their number (for example, because of this, I had to throw 100 bandages in the regular way on the Swamp Doctor quest, and just use the spawn menu);

Organize the presentation of items in the backpack (cache) not only in the form of pictures, but also in the form of an alphabetically ordered list, divided into sections by type of items (weapons, artifacts, medicines, etc.) with the player's choice of the type of presentation;

Stop the course of the game for the duration of the dialogues;

Give the player the opportunity not only to choose a musical genre from merchants, but also the ability to turn off music altogether;

Quest items (for example, weapons, etc.) would be nice to be highlighted when placed in a backpack. And with the help of RMB, so that you can find out for which quest this item is needed;

If at the beginning of the game, moving around the zone is of interest, then in the process of further passing such an epic saga, it eventually gets bored with its monotony. What I would like. If the GG explored some key place on the location, so that it appears on the map with a signature. Then, by hovering the mouse over it and clicking the right mouse button to see the inscription, something like: "Move" and just move there. And if there is a desire, then for God's sake, please, you can get there with your feet;

Organize "end-to-end" communication between all the caches of the GG. So that it was possible, by opening one of the caches, to manipulate objects from other existing caches;

Expand the time frame of the message history, for some reason it is very limited, sometimes it does not even contain the number of messages per day. Extremely inconvenient. In some famous mods, this story is preserved from the first steps in the zone. Or at least provide for the deletion of unnecessary messages, or separate storage of important ones. For example, we can give the second quest of Bald in search of treasure in the labyrinth. During the game, an inconspicuous message comes from Lysy with a request that the Bullseye approach him, there is a case. It is good if the GG is not in the active "phase" at this time. then you can have time to see this message. What if some action is taking place at this time? Then the GG will never know about the presence of this message, tk. it will disappear from history very soon. Thus, the hard work of creating this quest will be wasted;

It would be possible to provide an indication of the number of new, unread messages on the screen. So that you can read them in a calm atmosphere and delete unnecessary ones;

Change the location on the screen of messages coming to the PDA GG, they are displayed at the bottom left. When the inventory is open (for example, the backpack and the stash), they are not visible, because they are covered by the content image. Although there is free space on the upper right, it would be nice to place them there.

It is convenient to organize the storage of important information about access codes (for example, the portal to Limansk), the conditions for completing quests, and other messages critical for the game process. For example, use the so-called. "diary". The proposal to make a screen manually, as an argument that "no one is going to babysit", is an attempt to disguise their professional inconsistency in this matter;

Increase the size of the compass in the upper left corner, it is impossible to navigate by the existing one;

In computer sights with auto-lock, the goal is to make the colors of friends and foes more distinguishable for people suffering from one degree or another of color blindness, for example, yellow and blue;

Make several auto-saves (5-10), and not one, periodically overwritten, as it is now, with the ability to adjust the time interval between saves;

Finally, decide the question: who is more important? So that when they collide with the NPS on a collision course, not they unceremoniously move the GG, but he them (for example, a security guard who accidentally got stuck in the hospital door did not allow the GG to pass and almost ruined the whole game);

Make a normal map of the cave and labyrinth with the ability to distinguish between levels lying above or below;

Modify the outburst cover map so that after its acquisition, the cover labels appear during outbursts on the main PDA GG map.

Finished familiarization with the mod. The statistics of the game are as follows: story missions completed - 616; plot sub-tasks - 1682; cyclic quests - 236; spent on the game 15 days and 6 hours of "pure" playing time. Played in real time since mid-May 2014. until the beginning of February 2015. The impression is that the gameplay is very exhausting in its so-called. "gameplay". What is the difficulty? These are artificially invented caches (which are often simply impossible for a normal, average player to find and get to them), and dragging cargo from place to place, and sometimes unbalanced clashes, and quests that cannot be completed without outside help. It seems that the developers have forgotten that games are, among other things, a way of spending leisure time, recreation. And, as you know, rest should not be exhausting. I do not argue that the question of balance in the game is the most important one. There are two extremes here. The first - the game "slides" into a primitive cowboy shooter, and becomes uninteresting. The second - the game "soars into unattainable heights" by artificially invented complexity that does not follow from the course of the game, by the loss of game logic and becomes unplayable. Finding a middle ground is very, very difficult. In the case of OP-2, the balance of the game has clearly gone towards unnecessary complication, or, as they say in certain circles, "nerdiness". What is the reason for such a complication of the game? There is absolutely no reason to suspect the authors of serious, lethal mental disorders. What then? In my opinion, the authors, undoubtedly talented and capable guys, devoted too much time and effort to the creation of this game. As a result, the so-called "blurring" occurred, when the game became very simple for the authors and they decided that it was necessary to complicate it "a little". This is the mistake - they did not take into account, they forgot about the real people who will play the game and have no idea about all the subtleties and nuances of development, so annoying to the authors.

The "stalker" romance and exploration of the exclusion zone have become noticeably less. But the number of "mercantile" events related to money and trophy trade has increased. This also does not contribute to an increase in the level of playability.

Summing up and evaluating this mod in a few words, we can recall the words of the classic: "The monster was bastard, mischievous, huge, hundred-zeal and bark. (AN Radishchev, Journey from St. Petersburg to Moscow, 1790)".

However, despite such a sad association, I believe that the mod did take place. A huge amount of work was expended.

What we liked:

In fact, this is a new word in the gaming industry. What is new is the epic narrative, the scope of the events, the number of characters, the locations of the action. Immediately do not recall analogs even in "adult" games. There are some, but there epic is created by the creation of new independent versions: 1, 2, 3 ..., but here everything is concentrated in one version.

Great weapon theme. You can say simply - a song! There are a lot of weapons, they all look in the game made with love, with soul. As they say, choose what your heart desires. The ability to independently create and use as a weapon various anomalies and grenades with the property of anomalies attracted attention. Very effective in some cases.

The level of the GG's dialogues with the NPC has reached a higher level. Such that behind the words the "light silhouette" of the character of the GG began to be seen, it became more convex, voluminous. Unlike many other mods, where dialogue is limited to standard, flat, faceless phrases.

A surprise for those for whom reading is not a problem. In the PDA GG there is a section "The Zone through the Eyes of Eyewitnesses", it contains the posthumous stories of people who, for one reason or another, were in the exclusion zone. You can read while the GG is waiting for the release in the shelter.

The intelligence of NPCs has increased during clashes, they have become more mobile, "consciously" behave tactically, and use shelters competently.

The mutants began to behave in a "smart" way. For example, when a pack of dogs attacks, in the process of a fight, if one or two dogs remain alive, then they "prudently" leave the battlefield without waiting for the end.

Separate storylines are well worked out. For example, the relationship with the Panther, the search for the exoskeleton of the Black Doctor, and a number of others.

The very number of quests, adventures just seems endless (Santa Barbara nervously smokes on the sidelines), which is a "balm for the soul" of fans of the game "Stalker".

An attempt to create a balance of clashes is welcome. In particular, the terrible shortage of cartridges, grenades especially sharpens the sense of the game. In addition, I noticed that if the GG follows in the lead of the plot, set by the developers, then the kill rate of the NPC, oddly enough, is adequate. However, if you accidentally or intentionally go "your own way", then problems may arise. For example, when my GG tried, as in the original game, to take a case with documents at the checkpoint on the Cordon (Sidorovich's quest), he got caught by some frostbitten special forces, jokingly taking half a store from an Abakan to the head and putting GG in one shot. And if you carry out the operation to remove this case in a different way, then there will be no problems.

Traveling around the exclusion zone, thanks to the developers, has become more interesting and stressful. For example, even in such an ordinary section as the path from the southern checkpoint of Bar to the transition to the Dump, they came up with many surprises, not to mention other more adventurous places. Either the artifact appears, then the mutant will suddenly attack. In general, they brought an atmosphere of adventure, well done.

Trade relations have also revived. As you can see, the prices for the same types of weapons differ significantly from different merchants, which makes it possible to "plan this business", in fact, a new game element is introduced.

Music is well done. As a virtue - the ability to choose a musical genre from merchants.

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