Stalker sgm 2.2 endless gps explorer. Hidden objects in Sgm Mod v1.6 - v1.7 for the game Stalker Call of Pripyat

Description and instructions

Mod name: Sigerous Mod
Destination: - Call of Pripyat
Author: Bolotov Nikolay (GeJorge or Nick_Mondyfic)
Required patch: 1.6.0.0 or 1.6.0.1 or 1.6.0.2
Mod release date: 06/15/2010
Mod version: 1.6

[Idea]
Create your own storyline, the introduction of new key characters, a new quest line, changing and expanding the original game world.

[Brief list of changes]
- Changed storyline
- Number of added quests (45)
- Organized large number scenes
- A huge number of new characters.
- At night, all NPCs practically cannot see.
- Changed HUD, adding new functions.
- Taking into account various innovations, a menu has been added with additional mod settings, in which you can configure the “MOD” as you wish.
- New types of weapons, armored suits, artifacts, medicines, foods, partings, etc. Of course, new weapons and armored suits can be improved.
- Now a corresponding silencer is required for each caliber of weapon.
- The description of all weapons and armored suits has been changed.
- Added a new phenomenon - eclipse.
- All locations are crammed with new secrets and hiding places, at the moment there are more than 110 of them.
- New character specializations: Commander-in-Chief, Bodyguard, Saver, Breeder, and Trader.
- The characteristics of all types of weapons have been revised.
- You can upgrade artifacts.
- With the help of characters of the “Saver” type, you can carry out a huge number of all kinds of monetary transactions.
- There is an additional opportunity to place orders for rare goods.
- New item - a book of combat tactics. Allows you to study a certain type of weapon, so that in the future, when shooting from the studied weapon, you can cause more damage.
- New improvements have been added to the line of upgrades.
- Four huge bases of groups have been added: (Zaton), Rassvet (Jupiter), Mercenaries (Jupiter), Monolith (Pripyat) You can join each of these groups.
- When mutants die, there is a possibility of body parts falling out. The dropped part will lie near the corpse.
- The system of mechanical modifications has been reworked, thanks to which now all upgrades can be affected when upgrading.
- While in freeplay, the player will have the opportunity to independently travel between locations.
- And much more.

[Version history]

[Version 0.2]
. 70 min stretches.
. New item in the mod options.
. Due to the tripwire mines, I added the item “Stretchmark Scanner UPK-1”, which displays on the map the places where the tripwires are installed.
. 232 anomalies
. Many crashes and bugs have been fixed, and many dialogues have been corrected.
. Many grammatical errors have been corrected (corrected by: Pavel Tomilov)
. Fixed Thunderbolt's quest (for a personalized vintar), and the quest for accompanying scientists.
. The balance of trade and prices has been adjusted.
. 1 trader, in the scientists' bunker.
. 2 types of scientist costumes.
. There is now an opportunity to ask the merchant for a description of the goods being ordered.
. And many small corrections.

[Version 0.3]
. 4 new quests have been introduced to find weapons from Shustroy. Three quests are available immediately, the fourth is activated after 1-2 days after completing the previous three.
. Upgraded the BRAIN-8 system, now this item really gives a bonus.
. 1 armor suit (Mercenary)
. In the mod options, a separate item has appeared, thanks to which it will be possible to remove armor from corpses. In the name of balance, duplicates of all types of armor were created (but with degraded characteristics) and placed in corpses.
. The assortment of some traders has been corrected.
. Upgrading new armor suits and weapons will now require tools.
. Weapons cut without textures.
. Banned the standard spawning of a large number of mutants, linking it to a separate item in the mod options.
. All defects related to pumping barrels have been corrected by the mechanic.
. Adding the phrase -cheat_mode to the icon will unlock all cheats. Here is their description (executed in the main menu):

[Version 0.4]
. The plot parallel of the mod has been extended.
. The old relationships between monsters have been returned.
. The quest to protect the Dawn base has been revised.
. The logic of the bandit base has been changed. For the better.
. Fixed a crash when chasing Kassilov.
. From now on, you can enter the Monolith only after the story quest - "The Missing Sentinel". By the way, now the base of the monolith is initially neutral, which allows you to walk and shoot past - with impunity.
. After joining the Rassvet group, the GG receives his own personal box of ammunition.
. After joining the groups: Dawn, Bandits, Monolith, discounts from traders will apply.
. Now, when searching the corpses of stalkers, you can find artifacts in their backpack.
. The running speed of NPCs has been increased to make “pursuit” quests more difficult.
. Fixed a bug with Thunderbolt, in which money was given endlessly.
. When mutants die, there is a possibility of body parts falling out. The dropped part will lie near the corpse. You can sell trophies to local bartenders, or St. John's wort, in dialogue mode.
. 2 new tracks for the MP-3 player, in the "Club" section.
. 3 GPS guides (2 on Zaton, and 1 on Pripyat)
. And much more.

[Version 0.5]
. The plot parallel of the mod was extended, reaching the climax.
. The pricing policy has been changed. Damage of all weapons has been corrected.
. All errors when using repair kits have been fixed. The capabilities of the armor repair kit have been expanded.
. There is an opportunity to modernize detectors. Takes place in the scientists' bunker.
. Due to the impossibility of selecting and discovering new artifacts, an automatic selection system was created, subject to maintaining a certain distance. Used only in relation to artifacts introduced by the mod.
. The old relationship between Duty and Freedom has been restored.
. The night spawning of mutants in the Emerald area has been disabled for the benefit of successfully completing Gonta’s quest to stop the sleeping Chimera. After completing the quest, the spawn point is activated.
. Now you can complete the scientists' quest "Variable psi radiation", even taking into account the fact that the tunnel is the base of the Dawn group.
. A new SGM achievement, after receiving which it will open in Degterev’s PDA new section.
. Now DUMDUM cartridges are designed for 9x39 caliber, and for some types of weapons: Cobra, Desert Eagle, SVD Tiger.
. One new point has been added to the GPS explorer, on the map of Jupiter.
. 3 tracks in the MP-3 player, namely in the “Club” section.
. And much more.

[Version 0.6]
. 7 side quests:
+ At Chapaev, after joining the bandits.
+ At Kochubey's (bandit merchant), after joining the bandits.
+ At Beard's, after receiving quests to inspect helicopters.
+ At the Kostoprav's, after meeting with the contact on the helipad.
+ From Uncle Yar, after completing his quest to fire at mercenaries.
+ At the Hawaiian, after gathering a team for the trip to Pripyat.
+ At Nazar (the leader of the Dawners), after entering the Dawn.
. Items hidden:
+ “Tools for rough work” (but there is one BUT, as it turned out - the developers made these tools in two places, in one place I took them down, but in the second place, in the attic of the sawmill, I couldn’t. I had to leave one extra set tools, and create a script to remove this extra set when you try to take it into your backpack. So don’t be surprised if you pick up a set and it’s not in your backpack.)
+ "Tools for fine work"
+ "Tools for calibration"
. A bug related to ordering armor from a Monolith merchant has been removed, and its range has also been expanded.
. Many quests have been corrected to make sure the mission fails logically. If the character who issued the quest becomes an enemy, the quest will fail.
. Damage to booby traps has been corrected. Now the mine can easily tear apart even the greyhound pseudo-giant.
. I added my own dynamic hud script, and the textures were taken from the ABC mod as I see it. To activate the dynamic hood, you need to go to the mod options, click on the “HUD Settings” button, find and activate the “Dynamic hood of current armor” item, then click the “apply” button.
. Fixed bugs due to which some breeders did not upgrade the artifact " ".
. Now you can get to Pripyat with not only Seva, but also other suits with a closed breathing system. The quest requirements for finding the right costume have also been corrected.
. A large number of bugs that appeared after some weapon upgrades from mechanics have been fixed.
. Requirements for previous modifications have been removed from all mechanics. And now you can upgrade your weapons and armor by touching all the upgrades.
. Now, when throwing away Leon's case, the mission will not fail.
. After the onset of freeplay, mass chaos will begin, newcomers and stalkers who find themselves outside the shelter turn into zombified... in short: after the onset of freeplay, a bunch of zombified people (557 people) spawn in all locations, and a new story quest pops up - to clear the zone of zombie, banal, but still, so that at least some thread of interest arises.
. When using helicopters, before the initial plot parallel of the mod is completed, a message will be displayed stating that the GG does not have a special one. key To avoid shock, for some.
. Added a new parting - "Geiger Counter".
. 4 tracks in the MP-3 player, namely in the “Club” section.
. And many small corrections.

[Version 0.7]
. After hiring a bodyguard, the opportunity arose to rearm him properly: give him any type of weapon, from PMM to Gauss... and, not least important, give him a spare first aid kit, so that in the event of a huge loss of life, he would use it.
. The mechanics' tools have been completely hidden, and the old tools that were located in their original places have been erased from the face of the zone. The stalkers' tips were also rewritten.
. The firing range of all types of weapons has been revised.
. The base of the "Mercenaries" group has been created.
- Strength: 20 guards, 8 patrolmen, 1 commander-in-chief, 1 tradesman, 1 bodyguard.
- Location: Jupiter, west of the plant.
- Dress code: "Mercenary jumpsuit."
- Introduction: not yet implemented.
. The following barrels have been reskinned: AK-101, AK-102, AN-94 "Abakan". And also the “FN P90” and “XM8 Lightweight Rifle” weapons have finally been restored, which can be ordered from the “mercenary” merchant.
. Fire points have been corrected in all new weapons and bullets will now fly off the table. The position of weapons in the hands of NPCs has also been corrected.
. Now, having completed the quest to free the SBU agent, the entrance to the scientists’ bunker will not be locked, and the mercenaries themselves guarding the bunker will be neutral, as always.
. Leon's case can now be picked up at the Monolith base.
. In the game options, it is now possible to assign keys to change the camera view.
. The chance of medicine and food dropping from a corpse has been reduced.
. When transferring a quest item to an NPC, the item will be automatically deleted.
. Fixed a glitch with Vobla's brigade. Now it will not immediately appear on the arrow.
. "Unknown Weapon" can no longer be repaired using a repair kit.
. Additional mod options have been expanded, in the directory: gamedata\configs\mod_parameters\mod_params.ltx
. The xr_move circuit has acquired a unique "PATROL" subcircuit, which in my opinion can be considered a true alternative to waypoints.
. And much more.

[Version 0.8]
. The mod is purely hypothetically adapted for patch v1.6.02. For a full adaptation test, I'm waiting for the crack.
. The system for awarding rank points has been changed. More specifically, at the address: "path to game\gamedata\configs\mod_parameters\mod_params.ltx".
. Joining the Mercenaries group. The entry quest turned out to be very difficult to implement, so I simply didn’t have time to do more than one quest.
. Playing on Master difficulty has become much more difficult.
. Added 3 sets of tools that were missing for the second mechanic. And also hidden “Tools for rough work”, those that were lying on the territory of the processing plant - in the radioactive source (were there since version 0.6). They are hidden in the same vicinity of the processing plant.
. Added 12 pistols, and 36 rifles, with mechanical upgrades already installed (some of them). Added for the purpose of arming quest characters and more.
. The quest "Anomalous Activity" can now be completed with a scientific detector improved by Novikov.
. Requirements have been introduced for ordering items from traders, now to order, for example, AK-102, you need a rank>=300.
. Prices for upgrading armor and weapons have been increased by ~3.15 times.
. Fixed an issue with SGM caches, due to which it was possible to use caches several times and thereby increase the counter of found SGM caches. Need a new game.
. Rolled back the carried weight to standard values. Minimum = 50, maximum = 60.
. The characteristics of artifacts after type 3 selection have been corrected. Previously, the fact of a huge bonus was not noticed.
. The new FAL "Paratrooper" barrel can be purchased from mercenaries. (Thanks to Albor59)
. For weak machines, I recommend turning it off before starting new game:
- SGM spawn min. This can be done by going to the directory: “path to game\gamedata\configs\mod_parameters\mod_params.ltx” and changing the value of the create_mines_permition parameter from true to false.
- spawn SGM anomalies. This can be done by going to the directory: “path to game\gamedata\configs\mod_parameters\mod_params.ltx” and changing the value of the create_anomaly_permition parameter from true to false.
. A new object has appeared in the game, the so-called “recycling box”. There is 1 box at each location. How to use: take any damaged (or whole) item, put it in the recycling bin, go for a walk... return to the box, use it, and get money for those items that were in the recycling bin. In this way, you can deal with weapons and armor that local merchants do not want to buy.
. And a huge number of small edits.

[Version 0.9]
. The original enmity between the “Stalkers” and “Bandits” groups has been restored. Corrected the grouping of the Elbrus detachment.
. The system of mechanical upgrades has been corrected to make it more logical.
. Added a new medic in Skadovsk. Appears after the death of Trimor.
. The military mechanic in Pripyat now requires special tools. The tools are hidden on the territory of Pripyat.
. Many dialogues have been paraphrased and a huge number of grammatical errors have been corrected. (Employed by: Spitfire)
. Tools for fine work that were previously located on the territory of the Krug VNZ have been hidden.
. A bug has been fixed, due to which it was impossible, after joining Dawn, to come to the scientists in the bunker while mercenaries acted as guards there.
. For completing many quests, both original and those introduced by the mod, rank points will be awarded.
. The flamethrower has been hidden. Now it can be found in the vicinity of Jupiter.
. A system has been introduced for populating empty places with random groups (although not always, for example, a processing plant will always be under the control of mercenaries). Done once a day. Valid in the following areas:
- Waste recycling station (12 people respawn)
- Substation workshops (11 people respawn)
- Sawmill (17 people respawn)
- VNZ “Circle” (14 people will respawn)
- Dredger (8 people respawn)
- Checkpoint (20 people will respawn)
- SAM "Volkhov" (29 people will respawn)
. Fixed a bug with the strength bar of the current weapon, the one in the upper right corner. Now the strength scale will indicate accurately.
. And also many minor corrections.

[Version 1.0]
. The mod has been adapted for patch 1.6.0.2.
. Reskin of the MP-5 Octopus weapon. (Thanks Albor)
. Almost all SGM caches and GPS guides have been hidden.
. It became possible to find out from Degterev’s PDA whether combat tactics have been studied for a certain type of weapon.
. Added 4 sleep zones, which will be located on the territory of the bases introduced by the mod. However, you won’t be able to use the sleep zones right away; they will only be available if you join the group that owns the base.
. It is now possible to terminate relations with the group you joined by neutralizing the commander-in-chief.
. While in freeplay, the player gets the opportunity to independently travel between locations.
. The monster respawn system has been improved, which is activated using a separate item in the mod options. Now there will be more monsters, and random monsters will appear at spawn points.
. The system for filling empty spaces has been expanded. Now valid in the following areas:
- Refueling (10 people respawn)
- “Iron Forest” (8 people respawn)
- Cooling tower (6 people respawn)
- Container warehouse (15 people respawn)
. Anomalies added: Zaton - 71, Jupiter - 65, Pripyat - 131. I also figured out why new anomalies did not appear on Jupiter and Pripyat. Now the number of new anomalies in all locations will be about 668.
. New section in MP-3 player.
. And also a lot of serious bugs have been fixed.

[Version 1.05]
. New item - "Personal Beacon".
. The oblique front sights on the new weapon have been fixed. Adapted for widescreen formats.
. The "HK-G36E" and "L85" rifles can be mounted under a barrel grenade launcher.
. The quest to protect the base of the Dawn group has been slightly changed.
. In the quests “Find a named vintar” and “Find an unknown artifact on the territory of the sawmill”, the spawn points of the target item have been changed; now they are random.
. GPS guides have been re-hidden again, only now they will spawn randomly (for each guide there are two spawn locations, from which one can be selected). There are 6 GPS guides at each location, there are 18 in total.
. Random appearance of military mechanic tools.
. Anomalies that interfered with the completion of some tasks have been removed.
. Fixed a bug due to which the reward for selecting guards for scientists was not given.
. I went through the entire game with the mod, correcting my mistakes along the way. There were not a single crash during the entire game. I played through it on patch 1.6.0.2, and strangely enough, I never came across a black pillar of textures, now I can assume that this problem is extremely rare, and in my opinion not problematic.
. Lots of fixes.

[Version 1.1]
. The new command for the bodyguard is “Leave”, after using which the bodyguard leaves on his own.
. From now on, rank and headshots are awarded only for defeated enemies (and not friends and neutrals).
. I slightly corrected the quest to find the SBU reward cache.
. The capabilities of the “Personal Backpack” have been expanded; now it can be picked up.
. New design for Degterev's PDA.

[Version 1.2]
. A new high-quality quest with a mysterious name - “Volcano”. Available after picking up an unknown weapon (item No. 62), from Kovalsky in Pripyat. For the quest to work correctly, you must save it before you first arrive in Pripyat.
. New design: main menu, options, mod options, and save/load menu.
. From now on, weapon modernization will be carried out if the technician has the parts. To replenish the number of parts, you will need to bring unattended weapons or armor to local technicians and store what you find in a special container. If you don't like it, you can disable this character by going to: gamedata\configs\mod_parameters\mod_params.ltx (parameter - need_mechanic_details)
. New SGM achievement, directly related to point 3.
. The following weapons have been reskinned: FN-F2000, FAL "Paratrooper", SVD "Tiger". (Thanks to Albor59)
. Ukrainian voice acting of bandits, and reskin of the Omega detector. (Thanks to WESKER)
. All new artifacts can now be detected by the corresponding detector.
. And much more, including minor fixes.

[Version 1.3]
. The addition "-cheat_mode" will now work again. For cheats to work properly, you need to have only one phrase in the postscript "-cheat_mode", without quotes.
. The consequences of the bodyguard command have been changed, allowing him to be released to go about his business. The bodyguard will disappear, there is no other way.
. I returned the old NVGs that were still in version 1.1.
. Moved new model FN 2000, on FN 2000 "Hurricane". The FN 2000 Hurricane model does not have an under-barrel grenade launcher.
. Ukrainian voice acting for bandits has faded into oblivion. I made it in the form of an add-on.
. Fixed financial fraud with Thunderbolt's "Name Vintar".
. The initial quest to accompany the GG to Skadovsk has been corrected.
. Those quest items that are not needed in freeplay can be thrown away.
. Crash when entering game options has been fixed. The whole problem was due to the patch.
. Implemented random appearance of tools. Each random has its own tips from stalkers. In connection with this event, it became possible to buy from Sych the location of the set of tools you need.
. Now GG should sleep at least once every 12 hours. If the GG does not sleep for more than 12 hours, he falls asleep forcibly. There is also a sleep indicator.
. And much more.

[Version 1.4]
. The fatigue time of the GG has been increased. The GG should sleep once every 20 hours (can be adjusted to suit you in mod_parameters). Also now using: 1) Energy drink - you can delay forced sleep. 2) First aid kit - you can force yourself to fall asleep. 3) Alcohol - you can force yourself to fall asleep faster.
. To join the Monolith, you will also need to get the “Marked by the Zone” achievement. The introductory dialogue has been rewritten (Thanks to user OLD)
. Two armored suits have been added: the Military exoskeleton and the Bandit exoskeleton. It will be possible to purchase respectively from the Bandits (not immediately) and Military traders.
. The logic of the doors in Pripyat, in the laundry room, has been corrected. Now even if the GG is hostile, the door will still open.
. New quests added:
(1 quest) Access can be obtained from Beard, immediately after searching all the turntables on Zaton. (Thanks to user OLD)
(Quests 2 and 3) Storyline quests in the lavas of the Monolith. Can be taken from Cyborg after joining the Monolith. (Thanks to user OLD)
(Quest 4) On Pripyat. You can take the quest on the top floor of the building, which is located between the Laundry and the Kindergarten, but closer to the Laundry. (Thanks to user STALKER--2011)
. From now on, artifacts will periodically appear in new SGM anomalies, depending on chance. Time of appearance: night or morning of every day.
. New parameter in the gamedata\configs\mod_parameters\mod_params.ltx file - monsters_cleaner_interval. It is an automatic cleaner of the corpses of dead animals, thanks to which it is intended to improve the performance of the game. There is also manual option of this cleaner, it is described in the paragraph below.
. A new section called “Optimization” has appeared in the mod options, thanks to which you can manually clean: SGM anomalies, monster corpses, and booby traps.
. Fixed problems with deposits with savers. Now, having deposited any amount, you can immediately find out what percentage of it will accrue tomorrow. Also in Degterev’s PDA, in the statistics section, you can find out the number of your cash on deposit with savers.
. The "Technician's Assistant" achievement bonus has been corrected.
. Added 19 tracks to MP-3 player. 10 in the “Club” section, 7 in “Soundtracks”, 1 in “Fun”, and 1 in “New”. I like the new music and that's it!!!
. Without completing the scientists' quest "Variable psi radiation", there will be no base for the Rassvet group in the tunnel.
. Added new SGM achievement.
. New mod option.
. And much more.

[Version 1.4.1]
. He appointed a security chief at the mercenary base. It will be possible to negotiate passage to the base with him. Requirements to gain access: Mercenary jumpsuit, and password. (Will work with the start of a new game, or if you haven’t been to Jupiter yet and are about to)
. The mercenary quest “The Lost Squad” has been completed.
. Added a personal flash drive for Molfar, the mercenary leader. Almost all personal caches are also enriched; each one will contain a bag of money and more.
. The Dawn Trader sells AK-47s without ordering.
. Replaced the skin of mercenaries, which in previous versions were in American uniform.
. The coefficient of effect from selection has been increased, and, accordingly, the cost of its implementation has been increased.
. The system for calculating the “number of boxes of parts” for a mechanic has been improved, now many factors will be taken into account, I will list them: price, uniqueness, condition (if it’s very bad you’ll get fewer points, if it’s good you’ll get more points, and if it’s average, then the usual number of points) , and having the SGM achievement “Technician’s Assistant”.
. The experiment I conducted showed:
1) When playing in static lighting, there are practically no crashes and saves work correctly.
2) Playing in any lighting that is better than static, serious bugs are discovered (because with a change in lighting, other processes follow in the engine than in static), such as broken saves and disabling restrictors (that’s why some doors don’t open), but not all it’s so simple, screw-ups are not always observed, most often the game works correctly after starting a new game, and this correctness is often enough for complete walkthrough fashion. There is only one piece of advice: after starting a new game, run for min. 10-20 in the location, and test save and load, if everything is in order, feel free to load the “start of the game” autosave, and start playing the game with confidence.
3) Point 2 seems to have been fixed (xr_logic and utils rules): I started a new game on advanced lighting 5 times, and climbed for 10 minutes, took all the quests, completed some quickly, switched to Jupiter, everything seems to work. If everything is also critical for you, switch to static lighting, it will help 100%. And don’t be offended by me because of the departures, I’m not yet able to do anything useful with these remaining screw-ups, but I won’t dare give up my position :)
. And much more.

[Version 1.4.2]
. Added the third quest of the "Sins" storyline, for the monolith. The quest is very good, so it turned out to be the most labor-intensive to implement. A new game is not needed, the main thing is to play from the moment before joining the monolith. (Thanks OLD)
. Fixed a critical crash when completing the quest “Operation Vulcan”. I had to rewrite the logic of the monolith base, and as a result: the quest will work if you load the save before the first arrival in Pripyat. (No other way)
. Finally fixed the texture of the sole of the monoliths.
. The work of bodyguards has been improved:
1) Hired bodyguards will not only protect you, but also earn you a rank.
2) The teleportation system now works flawlessly. You can freely use the GPS guide and not be afraid that the bodyguard will get stuck somewhere.
. For completing quests and receiving medals, coordinates of SGM caches will be issued.
. I decided not to add new tracks, but to replace some outdated ones: in the club section “Track_5” “Track_14” “Track_28 (duration 22 minutes)”, and the bonus section “Bonus_16”.
. And much more.

[Version 1.4.3]
. BREAKTHROUGH!!! I solved the problem with broken saves due to INCORRECT LOAD. The xr_motivator script turned out to be rotten. This problem mainly affected people playing in non-static lighting.
. On the FAL "Paratrooper" it will now be possible to install optics and a muffler to NATO standards.
. Added 3 new types of weapons: FAN "", G43 Gewehr, L85 "Tactic". And also the corresponding skill books for them. You can purchase new weapons from some merchants, or remove them from a defeated enemy. (Thanks SEA_CAT)
. Replaced models for: AK47, AKM74 “Tactic”, APB, Mossberg590. The textures of some weapons have been replaced. (Thanks SEA_CAT)
. All anomalies and restrictors of the mod are translated under all.spawn. Thanks to all.spawn, access to filling standard caches has opened... (NEW GAME REQUIRED)
. If you order a weapon from a dealer, he will sell you not only your order, but also the necessary ammunition.
. The tracks in the MP-3 player have been replaced: in the Bonuses section "Bonus_11" "Bonus_19" "Bonus_20", and in the Stalker section "Track_16".
. Freeplay has been changed.
. And other very important changes.

[Version 1.4.4]
. You can now enter the monolith after the quest to clear the Books store.
. The condition for enrolling statistics on headshots has been corrected, now hitting the head is a 100% headshot. A headshot will be awarded even if combat tactics have been studied (previously it was also awarded, but in the upper left corner it was written only “increased rank”). The mod parameter has also been fixed - allow_monsters_headshot, but sometimes an obvious headshot is not protected.
. The mod option "Prohibit NPCs from throwing grenades" has been returned. I tested it thoroughly and found no lags.
. New quest for the Dawn group. Available immediately after completing the quest "Dangerous Work".
. With the inclusion of the create_alfa_permition parameter from gamedata\configs\mod_parameters\mod_params.ltx, the special unit " " will actively progress in the game, main goal which will neutralize Oleg Degterev. Number: Zaton - 7 squads, Jupiter - 4 squads, Pripyat - 2 squads. A NEW GAME is required for this option to work.
. The mod options “Dynamic hood of current armor” and “Use respirator” now function independently of each other.
. Increased prices for mechanical upgrades by 50%.
. And other little things.

[Version 1.4.5]
. Now Alpha has become truly dangerous: the range of vision and the protection of their armor have been increased. Previously, problems with Alpha were due to the fact that the squads were prescribed a simulation based on smarts (it was sim_avail = true, it became false), but now the reaction of the Alpha team will be logical.
. The quest of the bandit merchant Kochyubey for the Messler flashlight can now be turned in (completed) without problems. Having previously taken this quest and joined any group other than a bandit, it was impossible to complete the quest.
. The immortality of the Monolith "Fiend", which made itself felt in the final quest "Evacuation", has been corrected. Also, the Monoliths who belong to the base of the monolith (cinema "Prometheus") have become neutrals for the military, and the military for them... this will allow you to complete the final quest with less difficulty, and will not quarrel
. Fixed a problem with the disappearance of artifacts that were in their usual places in earlier versions. For example: the Sosnodub anomaly and the Kolobok artifact in it.
. The AK-47 assault rifle supports the installation of an under-barrel grenade launcher and optical sight. The XM8 rifle now has the ability to mount an under-barrel grenade launcher. The "FAN FALL" and "Colt M4A1" rifles support the installation of all addons.
. The reaction of GG's bodyguards has been corrected. Example: you took a bodyguard in Skadovsk and went with him to the Forestry. The forestry is run by bandits. Initially, they are neutral towards you, so the bodyguard does not touch them, but as soon as these bandits become enemies for the GG, the bodyguard immediately begins to react to the enemy.
. In the quests: “Name weapon”, “Missing reconnaissance group”, “Scientific report” - an emergency execution system has been introduced.
1) “Name weapon” - if you take this quest, and without having time to search the corpse of the Monolith (to take the quest item) move to another location, the corpse of this quest Monolith will disappear (since the game engine has a second corpse cleaner, the first is release_body_manager) . As a result, without the corpse of a Monolith, his quest item cannot be obtained, and the quest will not be possible to complete... now, if this corpse disappears, the necessary quest item automatically appears in the GG’s backpack.
2) “Missing reconnaissance group” is a story quest original game. The same problem as point 1: if, without searching the corpse of the deceased reconnaissance group commander, you move to another location, the corpse disappears and the quest becomes impossible. After my edits, the commander’s corpse will still disappear, but now if you return to the place where this corpse was (even if the corpse disappears, the mark remains), the quest will continue further in the plot.
3) “Scientific report” - as in point 1: if the corpse of Professor Tyagnibok (in whose backpack the quest documents are stored) disappears, the professor’s quest documents will be received in the GG’s backpack.
. Fixed a crash on the final quest "Evacuation", which occurred if the player was wearing a "Military" exoskeleton.
. The idea with the eclipse after the departure of the evacuation helicopters has been corrected, now the eclipse will be accurate.
. In version 1.5 it will be possible to recruit monsters. At the moment, all the necessary scripts have already been written, and the recruitment function works without problems. Now I will start testing the character, and I am sure that everything will be ready for version 1.5.
. And other edits.

[Version 1.5]
. Fixed a bug in the mod due to which, during the passage of the game: doors did not open, quests were not issued, and the guide was not leading. This is definitely a breakthrough! I learned a lot of interesting things about autosaves, and the has_alife_info() function.
. Now Alpha is presented as a mod option. While in the game, you can either turn Alpha on or off. Also, Alpha respawns less often, and at the very beginning of the game, not seven squads appear on Zaton, but three, it all depends on the rank of the GG.
. Due to the impossibility of picking up boxes of 7.62x54 cartridges under the bridge in the center of Jupiter, Degterev had to be sent to gymnastics courses. Now Degterev has learned to squat even lower.
. New parameter artefacts_spawn_chance, in gamedata\configs\mod_parameters\mod_params.ltx.
. The quest “Name Weapon” has been corrected. Now, if any NPC picks up a quest vintar before the GG, the GG will still be able to get it, but in a different place, and at the same factory.
. Now, after passing the Pripyat-1 overpass, you can return back to it. Also on this overpass, I started one freeplay quest.
. New item - "X8P25". Thanks to this drug, GG will be able to tame some mutants. Tamed mutants run after the GG and try to protect him. There are several irreparable shortcomings (although they, in principle, add realism) in terms of protecting the GG:
1) Let’s say you have tamed a pseudo-giant.. if your pseudo-giant sees another pseudo-giant (or some kind of monster that is initially his friend, in terms of relationships), he will ignore him, because your pseudo-giant is of the same species as the second one.
2) Tamed mutants do not react to NPCs friendly to the GG, however, unlike mutants, these NPCs attack your mutants.
. When recently translating the mod objects to all.spawn, I didn’t notice something: as it turned out, many objects from early 1.4 versions were missing in the current versions (including the radio on Yanov, and in the laundry room. As well as mutant ambush zones ). Corrected.
. Fixed an issue in the quest "Psi Radiation Burst", due to which it was not possible to complete the quest if you were using a weapon with learned tactics.
. Improved enemy recognition system for bodyguards.
. The tracks in the MP-3 player have been replaced. Club section: "Track_1", "Track_9", "Track_16".
. And other major changes.

[Version 1.6]
. Now, even if you sleep in a sleeping place all night, the respawn of monsters will work. (Only with the “Spawn more monsters” mod option enabled) Also, now all bankers will be able to charge legal interest from the deposit account without any problems.
. The recruited mutants are practically brought to mind:
+ Mutants safely follow the GG, and, if necessary, guard him.
+ If you shoot at a mutant several times, he will get angry and fight back.
+ Mutants have a special mark on the map. The mark disappears if the GG has teased the mutant too much.
+ NPCs friendly to the GG will not fire at the mutant you recruited.
+ The recruited one will not attack the same recruited mutants.
+ It is now possible to recruit many different types of mutants and keep them under control at the same time. If, for example, you captured a pseudo-giant and want another chimera, despite the fact that the chimera is already 10 meters away from you and hastily began to attack your monsters, immediately use the drug to tame the chimera. As soon as you use the drug, the chimera will switch to you, and you can hold it for as long as necessary for recruitment.
+ It is now possible to tame the chimera.
- Example: you recruited a snork, and immediately met another one (not recruited). In this case, your snork will not attack the snork that is hostile to you, since it considers him his brother. (This bug is 100% unfixable)
. Fixed an issue due to which the quest “Disappearance of the stalkers: meet the Capercaillie later” disappeared when the player tried to teleport (using GPS) from the place where the quest required him to separate from the Capercaillie.
. Fixed problems in the "Deal" quest (for stalkers or bandits) that arose due to the bandits' base.
. In the second quest of the “Atonement of Sins” series, after filling the 9th cache, a system for reloading the quest has been introduced, as a result there will be no crash.
. The problem with emissions, due to which the GG, even while in cover, died, has been solved.
. A system has been introduced to clear frozen labels from saves and autosaves. The maximum time for displaying the inscription is 5 seconds.
. Due to the ability of the GG to instantly get rich thanks to interest on the deposit, through frequent sleep, the ability to use sleeping areas on base areas has become limited. Now, after the experience of sleep, you won’t be able to fall asleep again (and immediately), you need to walk around the zone for at least 1 hour, after which the possibility of sleep will be allowed. This restriction only applies to designated sleeping areas.
. If suddenly in the game you experience crashes when trying to remove or replace the current armored suit, use the magic button: while in the game, press ESC, the main menu appears, and press the T (not Russian) button. A window will appear that will ask you - “Delete the current armored suit?”, answer YES, and that problematic item will disappear. There will be no more crashes, and you can put any armor in the slot. I couldn't think of another solution.
. Bodyguard relationships have been rewritten. Now bodyguards will react correctly to any enemy, including a recruited mutant.
. An unsuccessful attempt was made to optimize the mod, unfortunately I can’t do anything about the loss of FPS. I turned off constant updating of almost all large scripts, and FPS increased by only 4-7 FPS points, I don’t understand anything. All problems are connected, it seems to me, with large size locations and their original content.
. In the MP-3 player, the track in the "Bonuses" section has been replaced, called "Bonus_4".
. Behavior schemes have been rewritten: xr_move, xr_bodyguard, mob_move.
. Added "Mercenary Exoskeleton". You can buy it from a mercenary merchant.
. A huge number of other fixes have been made.

[Version 1.7]
. New quest in freeplay.
. It became possible to join the groups DEBT and FREEDOM. (At the request of Dignition)
Condition for entering into DEBT:
- bring Morgan's PDA to Shulga.
- bring Shulga the PDA of the founder of Debt.

Condition for entry into FREEDOM:
- bring Morgan's PDA to Loka.
- bring Loka the PDA of the founder of Debt.
- complete the task at the Debt warehouse.
. The mini-game "21 points" has been introduced into the game. Details in the game.
. A new currency has appeared in the zone - electronic rubles. We will assume that regular rubles in the game are transferred from pocket to pocket, and electronic ones from PDA to PDA. Electronic currency can be exchanged for money from savers at a certain rate, which is generated every six hours of game time.
. The "Diplomacy" section in Degtyarev's PDA will be available in freeplay, and not as before - after the SGM achievement "Diplomat". In this section, the GG, for certain money, can make peace or war with other groups.
. Additional statistics have been added to Degtyarev's PDA.
. Restriction of sleep in specially designated areas is now also associated with the use of a mobile sleeping bag GG.
. After the defeat of any of the bases, the merchant and the bodyguard who was present at the base before its defeat will leave. Settings: gamedata\configs\mod_parameters\mod_params.ltx
. On Jupiter, a cache with the Basilisk artifact is hidden.
. The number of crows in the sky has been halved.
. The immunities of people and monsters have been changed to make them more complicated.
. Many new tracks in MP-3 player.
. Corrections:
- Killing the mercenary commander-in-chief Molfar is now correctly counted in SGM statistics.
- Fixed the cleaning script for the mod's quest items. Unnecessary items will be deleted in time.
- Fixed the problem of displaying Degtyarev in game videos.
- Fixed a problem with the speed of game time, which was observed after loading an autosave before ejecting.
. Other minor and technical fixes.

[Mod add-ons]
"German voice acting for mercenaries"

"Ukrainian voice acting of bandits"

"Transparent inventory"

«« New weather»»

[What not to do in my mod]
Do not place items with more than one capacity in the quick slot. Or: Place only items that occupy one square in your inventory.

[Optimization]
STEP 1.
Install on top of the mod, this mod: narod.ru/disk/14120516000/No_Bump_v1.0.rar.html
STEP 2.
Open the gamedata\configs\mod_parameters\mod_params.ltx file using notepad, and change the following parameters:
respawn_bases_permission = true
create_anomaly_permition = true
create_mines_permission = true
to:
respawn_bases_permission = false
create_anomaly_permition = false
create_mines_permission = false
STEP 3.
If possible, defragment the local disk on which the game is installed.
STEP 4.
Launch the game. Start a new game or load a save. Go to the main menu. Press F5. In the window that appears, click on the button called “Optimization”. In the new window, click on the following buttons and then click OK:
Remove SGM anomalies
Remove SGM mines
Remove monster bodies
STEP 5.
Save your game.
STEP 6.
Exit the game, and log back in by loading your saved game from STEP 5.
ADVICE.
If during the game, a large number of dead monsters have accumulated near you, use cleaning the bodies of monsters, as in STEP 4.
RESULT.
The game will run practically without any brakes, almost like in the original, but at the cost of disabled mod anomalies and booby traps.

[Advice]
If you play on static lighting, and the game slows down, to put it mildly, install it on top of my mod - the NO BUMP mod, from the authors: Celdor, here -Kryak-
Here is the link to the NO BUMP mod below

[Everyone]
If, while playing my modification, a crash suddenly occurred, there is no need to rush and write to the topic, instead try loading again. If subsequent downloads do not help, and the flight has not capitulated, then please contact me in the dark. When you begin to formulate the text of the message, be sure to try to describe possible reason departure (maybe you went to the wrong place), and the situation you were in at that moment in time + attach the LOG of the error (departure) to the message.
Q: What is the error log, and how do I find it?
A: This is a system for debugging crashes that have occurred, which is presented by the game in the form of text, although not always. In order to find the LOG you need to go here:
My Computer-->General Documents-->S.T.A.L.K.E.R. - Call of Pripyat-->logs-->Then open the first file in TXT format, and select 25 lines from the bottom. Then you throw these 25 lines into a message on the forum.

[Attention]
The mod is completely incompatible with other global modifications.

[Acknowledgments]
1) reVision - for ideas, help, dialogue, and support.
2) STALKER--2011 - for the creation of many 3D models of new fashion items and the idea for the quest.
3) gG - for correcting grammar in all texts of the mod, and for great support.
4) Pavel Tomilov - for correcting grammar in all mod texts, and for great support.
5) Spitfire - for correcting grammar in all mod texts.
6) akaund - for correcting grammar in the mod texts and for a huge number of paraphrased dialogues.
7) Shoker and his fashion - for food products such as biscuits, beer, etc. And for the anomaly spawn script.
8) Simbion Mod - for new sky textures.
9) DiM@NXxX - for background design for the installer.
10) JeLome - for ideas for quests.
11) albor59 - for help in creating the mod.
12) SEA_CAT - for help in creating the mod.
13) WESKER - for help in creating the mod.
14) [YAR] and Sin - for the TOS-33 model with an optical sight.
15) ABC Team - for dynamic hood textures in armor suits.
16) Hemulen - for testing and moral support.
17) MUTANT7 - for testing and moral support.
18) Bulat - for ideas for quests.
19) OLD - for ideas for quests, and many dialogues.
20) Dunin - for repacking cartridges.
21) Modelers - for models of new items and weapons.
22) People's Solyanka - for the script for creating restrictors.
23) To everyone who helped the project.

[How to install]
1.Before installation, completely remove the gamedata folder from the game directory.
2.Run the installer and follow its instructions.
3.After installing the mod, be sure to start a new game.

Fix for v1.7

Changes:
1) Fixed a crash when trying to buy cache locations from Sych.
2) In the "21-point" mini-game, in the second field, the opponent's name will be displayed.
3) Saver. The amount of a single deposit has been expanded upon deposit. In one approach you can put: 25, 50, 100 thousand.
4) Fixed shortcomings in the rules of the mini-game "21 points".
5) The rules for entering into DEBT and FREEDOM have been simplified. Previously, to join, it was necessary to bring both PDAs: Morgan and Tkachenko. Now one PDA will be enough.
6) Fixed a problem with the stamina bar that occurred after consuming honey. drugs. The problem was in the "eat_max_power" parameter.
7) The logic of some characters has been corrected.
8) Fixed the problem with purchasing caches from Sych.

Like 929

Description:
Modification guide for Sigerous Mod CoP 2.2. This article discusses all the additional goodies of the SGM mod. (Author of the walkthrough: Stalker77Alex)

1. Tools - possible spawn points

Note: Tools should be found by pointing the Owl and then loading it. This way you can save time and money.

Backwater
1.On the dredger, behind the boxes on the main deck.
2.Behind the "Circle" air defense zone, on the antenna support, north-west of the building.
3.In the territory of the Iron Forest, behind the support at the entrance to the building.
4. Bandit base, Forestry, in the northern part (behind ZiL), between the anomalies, in the corner.
5. Former pioneer camp "Izumrudnoye", left house (see from the bridge), in the room, to the left.
6. Waste recycling station, in the ventilation pipe, next to the place where the mercenaries’ laptop was. Move back along the passage between the units... look a little higher, there is a break in the pipe... you need to jump into the hole and pick up the tools.
Jupiter
1. Anomaly "Ashes", behind the stones, near the hill.
2.In the Oasis bunker, in the corner, behind the box, to the left and down the stairs.
3.Z-d "Jupiter", straight from the entrance, in the frame of the machine (or something like that).
4. West "Jupiter", in the underground passage, near the tank.
5.Volkhov air defense missile system, under a broken UAZ.
6. Cement plant, to the right of the destroyed bridge.
Pripyat (for Cardan and Azot)
1.Hospital, west wing, near toilet, window sill.
2. Dorm, kitchen, behind the closet.
3. School, assembly hall, on stage, in the corner.
4. At the Books store, on the bus.
5. Basement of the Gastronome, before descending into the room with columns.
6. River port, near the green booth.
Pripyat (for Kirillov)
1.Hospital, west wing, back toilet, window sill.
2. In the pipe on the street, to the west, behind the Yubileiny KBO.
3.In a green trash box, in the pool near the monument, near the Prometheus cinema.
4. Kindergarten, veranda, not surrounded by anomalies.

GPS guides.
When you find and use 12 GPS conductors, the achievement, Anomalous Conductor, is activated.
Backwater
1. Shevchenko, “rest room” near the fire
2. Near Skadovsk, the beginning of the pipe towards the forestry area, where the electric lines are.
3. Cave under the burnt out farm. It is in a large cave near the wall behind the stones.
4. Behind the processing plant, near the mesh fence (edge ​​of the location), on the side of the booth.
5. Gas station, descent to the snorkels, broken room, in the corner of the empty half
6. Forestry, truck body in the hangar.
7. Substation workshops. Behind them, 15m from the fence. By the bush.
8. Behind the stone, 200 m from the anomaly towards Noah’s swag
9. Not far from Izumrudny (see screenshots)
10. At the anomaly "Cauldron"
11. Near the "Iron Forest" (see screenshots)
12. Behind the VNZ circle
Jupiter
1. Northwestern tunnel, where the Dawn base is, in the vent. box in the corner of the room with the anomaly;
2. At the fence in a puddle to the south of the Ashes anomaly;
3. Eastern tunnel, on the ledge of the southern wall;
4. Jupiter plant, in the room next to the fallen helicopter;
5. Jupiter plant, in the main hall, where the entrance to the overpass is, in the northern part of the hall, under the tank, where there is a red barrel nearby;
6. Helipads where the helicopter crashed near east wall, approximately in the middle of the mines, at the first bend of the wall;
7. Checkpoint, in the yard, next to the UAZ, on the left;
8. Cement plant, southern two-story building, 2nd floor, on the east side, on the grate, behind the vertical tank;
9. Container warehouse, opposite the entrance, behind the containers, at the western iron gate, between two buildings;
10. Plavni anomaly, in the reeds, in the northwestern corner of the reservoir;
11. Volkhov air defense system, between 3 and 4 islands formed by paths, clockwise from the entrance, near the fence on the west side, under the Christmas tree (there is only one there);
Pripyat
1. Book Store, under the stairs;
2. Old KBO, 2nd floor, room with wardrobe and drawers;
3. River port, on the north side of the building, behind the water dispensers;
4. KBO Yubileiny, on the top floor, on a broken flight of stairs, in the southwestern part of the building;
5. From Kindergarten to the left, a horizontal house, in the corner near the fence, on the west side of the house;
6. House to the left up from the Department Store, northern descent into the basement;
7. Small building below the Hospital, room in the northeast corner, west building;
8. Inside the Fire Anomaly;
9. Under a bush just to the right of the arch of a horizontal house, below the Laundry, in the southeastern part of the location;
10. Building to the left of the Deli, northern descent into the basement;
11. School, south-eastern corner of the building, 3rd floor;

Code caches. Backwater.
Cache No. 1 - 5 spawn locations
1. Preobrazhensky Bridge (the southernmost support of the pipeline at the top)
2.iron forest (parking near the truck)
3. vnz circle (passage room in the corner behind the luggage rack)
4. dredger (in the walk-through booth)
5. Shevchenko (in the middle of the hold in the bow)

Cache No. 2 - 5 spawn locations
1. - old barge (to the left of Noah)
2. - port cranes (in the back of a zila)
3. - emerald (first house, to the left of the main entrance)
4. - sawmill (near the western entrance to the main building under the tree)
5. - refueling (in the crevice near the descent into the cave with the Cossack)


1 - inside circle far left corner from the central entrance (upside down lockers)
2 - sawmill (from the south gate behind the stack of logs)
3 - at the anomaly "Iron Forest" (parking with zil)
4 - Substation workshops (in the dead end on the box)
5 - waste recycling station (iron garage)
6 - Waste recycling station - (near the far building on the east side on the approach)
7 - Gas station (on the roof)
8 - old barge (under the captain's cabin)
9 - Old barge (upper observation deck)
10 - Harbor cranes (SOUTH MORTAIN BUNKER DOWN NEAR THE CONCRETE SUPPORT)


1 - “Shevchenko” (right diesel)
2 - Emerald (on the right side of the stage)
3 - Izumrudnoe (boat under the bridge)
4 - Forestry (middle building, northern entrance, near left corner)
5 - Dredger (on top of the iron container)
6 - Anomaly "Cauldron" (northwestern crevice on the edge of the anomaly)

Code caches. Zaton and Jupiter. Detection method from IGOR.
Cache No. 1 - 5 spawn locations
place_1 = 424.90319824219,38.008037567139,-351.2373046875,1665279.74
place_2 = -347.06423950195,41.128829956055,-288.08709716797,259157,303
place_3 = -402.4714050293,10.998484611511,-19.450788497925,170264.51
place_4 = 401.20416259766,-6.3591351509094,240.46385192871,1625092.7
place_5 = 6.9317774772644,-0.51661044359207,35.307090759277,958187.19

Cache No. 2 - 5 spawn locations
place_1 = 159.39025878906,-6.9754457473755,-140.53561401367,1239204,13
place_2 = 235.01103210449,8.4191341400146,-17.846033096313,1368002.55
place_3 = -178.3671875,9.4127473831177,79.412651062012,582895,145
place_4 = -380.9104309082,17.833827972412,347.54278564453,204904,120
place_5 = -147.64343261719,3.7691006660461,-168.24476623535,640050.307

[Spawn locations of flash drives from caches on Zaton: ]
Flash drive for cache No. 1 - 10 spawn locations
place_1 = -409.93890380859,11.432676315308,-33.737419128418,161873.51
place_2 = -343.15347290039,20.234375,337.31433105469,268333,121
place_3 = -336.34841918945,39.596565246582,-281.98309326172,277377,303 - at the "Iron Forest" anomaly
place_4 = -141.12423706055,26.172834396362,-414.61907958984,658255,4 - Substation workshops
place_5 = 403.76235961914,33.292037963867,-441.41662597656,1629861.74
place_6 = 378.58984375,34.220317840576,-444.01226806641,1590982,1 - Waste recycling station
place_7 = -160.37620544434,23.836875915527,-174.42910766602,620842.57 - Refueling
place_8 = 165.93237304688,-0.77736532688141,-137.61859130859,1252417,13
place_9 = 156.26167297363,20.01580619812,-139.80184936523,1231925,13 - Old barge
place_10 = 195.79577636719,-4.8214030265808,-24.880825042725,1293970.84 - Harbor cranes

Flash drive for cache No. 2 - 6 spawn locations
place_1 = 62.21208190918,-3.3512806892395,38.626136779785,1070821.19 - "Shevchenko"
place_2 = -163.28732299805,16.761199951172,141.79182434082,612524,11 - Emerald
place_3 = -184.79077148438,-3.974977016449,11.8255443573,573548,262 - Izumrudnoe (boat under the bridge)
place_4 = 432.41757202148,42.48380279541,2.0285348892212,1667085,293 - Forestry
place_5 = 397.74304199219,-3.5754837989807,223.74337768555,1620735,7 - Dredger
place_6 = 382.58157348633,-3.832200050354,453.63311767578,1599255,241 - Anomaly "Cauldron"

[Spawn locations of caches in the vicinity of "Jupiter": ]
Cache No. 1 - 4 spawn spots
place_1 = -334.18746948242,8.6758279800415,13.486989974976,151038,625
place_2 = -316.53665161133,-1.0253590345383,169.77708435059,180264,556
place_3 = 369.12551879883,7.452495098114,325.20855712891,1305119,351
place_4 = -135.20445251465,27.108880996704,-498.27960205078,491000,344

Cache No. 2 - 3 spawn locations
place_1 = 402.46447753906,27.526525497437,-240.27212524414,1351495,642
place_2 = 393.32803344727,8.3377285003662,-112.09545135498,1335027,531
place_3 = 98.921356201172,18.86403465271,-466.94451904297,882878,320

[Spawn locations of flash drives from caches in the vicinity of "Jupiter": ]
Flash drive for cache No. 1 - 9 spawn locations
place_1 = -122.26747131348,6.0861563682556,334.61810302734,514302,431 - Cooling tower
place_2 = -191.35214233398,16.175535202026,377.96124267578,395725,428 - Cooling tower
place_3 = -325.77420043945,10.180108070374,-22.706060409546,168305,372 - Volkhov air defense system
place_4 = -337.87347412109,1.5259602069855,263.9098815918,144407,380 - Kopachi
place_5 = -215.1407623291,-2.6192228794098,78.965126037598,353141,385 - Scientists' Bunker
place_6 = 227.61846923828,4.7051568031311,151.86380004883,1102233,507 - Dredge
place_7 = 223.79414367676,4.3032450675964,152.9674987793,1099905,507 - Dredge
place_8 = 220.62644958496,4.7020859718323,151.8822479248,1098706,507 - Dredge
place_9 = 353.43075561523,40.773323059082,335.92150878906,1280475,349 -Cement plant

Flash drive for cache No. 2 - 7 spawn locations
place_1 = 58.593116760254,24.37929725647,-179.1661529541,816369,363 - checkpoint
place_2 = -14.465196609497,23.639026641846,-323.12261962891,691050,483 - Ventilation complex
place_3 = -99.91902923584,27.874181747437,-497.78356933594,552135,344 - Helipads
place_4 = -414.51425170898,1.2277468442917,-393.96432495117,22824,324 - Container warehouse
place_5 = 452.69592285156,31.235864639282,-458.21313476563,1437905,555 - Jupiter Plant
place_6 = 62.857429504395,3.5935339927673,346.84674072266,823338,510 - Stop (toilet)
place_7 = -350.16265869141,2.9349331855774,-10.847288131714,124463,374 - Volkhov air defense system

Next, in command line(“е” or Tilde) we register the function: rs_cam_pos on and press ENTER, the coordinates of the location of the GG appear on the HUD,
Now all that remains is to compare the coordinates of the GG and the cache (flash drive), in order to remove the coordinates from the HUD, we write: rs_cam_pos off. The method is effective, while you are looking for hiding places, you can still find all sorts of goodies. Good luck in your search.

Mini F.A.Q.

Well, it's time to create a little work on the most frequently asked questions. The achievements of comrades will be used here Serg2526(amk-team.ru), Hemulya(stalker-mod.ru), mine, and of course yours, if you have a desire to help in this matter. This “work does not pretend to be complete, some issues may be controversial or incomplete. Therefore, we work together, write suggestions and your developments according to F.A.Q. in PM. We take version 0.9 as a basis. Although many story quests are identical in other versions

Q:Where is the mercenary base?
A: The mercenary base is where in the original there were tools for fine work on Jupiter. (south from the Concrete Bath anomaly 100 m)

Q: Tell me what to do for the quest in Kopachi? Thunderbolt complained that he was stunned there, and a task appeared to break into the house.
ABOUT:
1. You need to go to the village, follow the mark and find a corpse with a PDA;
2. Take the PDA to Thunderbolt, he will direct you to the cement plant;
3. At the cement plant, find the registered Vintorez;
4. Give the anomalous weapon to Thunderbolt.
Oh yes, after accepting the quest you cannot move from location to location. Before picking up the PDA from the corpse of a Monolith.

Q:Where is the Dawn group? Tell us in more detail.
A: The Dawn group is in the railway tunnel behind the cooling tower, where scientists are sent to investigate the psi-field.

Q: I approach the scientists’ bunker and... “The camp was attacked.” And all the security forces me together. I don't understand what's what...
A: If you joined Dawn, mercenaries and bandits become enemies forever. The scientists are guarded by mercenaries. There are two solutions here - complete the quest to find the docks at the Jupiter plant (the mercenaries from the bunker will dump there and you will kill them), and the second - shoot from afar all the mercenaries near the bunker, preferably with a silencer. But it’s better to collect documents.

Q: People! In my Pripyat, Zulu does not appear. After I talked to Kowalski, I went to Zulu, but he was not there.
A:He appears in the original only after the quest for unknown weapon. Yes, if you don’t immediately rush to him and leave the lock, he might even get offended and leave

Q: How to solve the problem with the Neon quest?
A: The problem is that this bandit runs fast - catch him and kill him.

Q: How to join Monolith?
A: Algorithm:
We go through almost the entire game, up to the place where we need to check the moving signal (Arrow);
Do not open the box behind the Cyborg before joining the Monolith, otherwise joining the clan will fail;
We approach Cyborg and then he agrees to accept the GG, taking into account his rank (he drives, of course);
We take a task to kill a “saiga”;
We plant explosives under the bodyguard, move away, and detonate;
We are trying to catch up with the saiga, of course it doesn’t work, but we know that he is running towards the bus;
Valim Kasimova;
We run/fly to Cyborg, talk and get a reward, and what a reward (exa monolith, docks for Thunder, 10 elite first aid kits, sniper rifle Arctic Warfer L96A1, 100 BP rounds for it, 50 rounds for a regular SV sniper rifle, backpack, bonus track in MP-3 player).

Q: How to complete the mission to protect the base of the Rassvet group?
ABOUT:
We approach the tunnel behind the cooling tower (at the entrance the task is triggered);
We shoot all the monsters without exception (especially the pseudo-giant);
The task is accepted, go and talk with the leader of Dawn and receive a reward.

Q: The detector is removed from the slot. How to solve this problem?
A: This is not a problem, but a feature. Batteries are in fashion for a reason...

Q:Where can I get batteries for the detector?
A: They are sold by mod traders at Skadovsk, Yanov, in the scientists’ bunker on Jupiter, in Pripyat, sometimes found in corpses and hiding places

Q: How to join a group of bandits?
A: On Zaton, where the arms deal took place in the original, is their base. Once you get 40-50 points, come, price 4500 rub. After verification, you will be enrolled in the clan and become right hand Chapaya.

Q: Quest with a cooling tower and Tachenko. If Svarog was inadvertently improved, then the quest is not completed, i.e. checking for Svarog ordinary (0.8 to 0.9 corrected)
A: Yes, Svarog with the improvement does not detect the anomaly at the Cooling Tower. But it detects artifacts at a greater distance than the original.

Q: A question has arisen about joining groups. Can you join them in order?0.8
A: Yes. First into bandits, then Dawn, into Monolith, and only then into mercenaries.
And 0.9 is not much different from 0.8, the order is approximately the same: bandits, dawn, (further as you wish) mercenaries, monolith or monolith, mercenaries.

Q: Tell me how to use a bodyguard correctly? Hired Khan in the Forestry, as a result he started a war with friendly stalkers and was killed.
A: Read the conversation thread with them, everything is written there: do not use weapons, wait and protect me. So you need to manage them, and not expect anything beyond natural from them.

Q:Where can I find a recruitment suit?)) traders don’t have that rank below 500.
A:Located in the SBU cell. Appears after returning to the backwater from Yanov to inspect fallen helicopters. Getting ahead of the question about the helmet - it is located in a cache at the cleaning station in the sewer.

Q: I can’t complete the bandits’ quest Deal! Someone is killing someone all the time! Tell me what to do?
A: Before completing this quest, you must clear the entire base on the instructions of the Sword (meeting with Elbrus). Don’t forget the bandits also have their own tasks.

Q: How many rank points are awarded for killing:
ABOUT:
Newbie NPC - 1.0
Experienced NPC - 2.0
Veteran NPC - 3.0
NPC master - 4.0
Boar - 0.9
Burera - 2.9
Bloodsucker - 2.5
Controller - 4.0
Chimeras - 3.0
Blind dog - 0.6
Flesh - 0.8
Pseudo-dogs - 0.9
Jerboa - 0.4
Snorka - 1.5

Q: What medals are in the mod and how much money is given out when they are activated:
ABOUT:
Novice Championship rank 50 - 3500 RUR
Pathfinder Championship rank 100 - 6000 RUR
Stalker Championship rank 150 - 10,000 RUR
Experienced championship rank 200 - 11000 RUR
Veteran championship rank 300 - 12000 RUR
Master championship rank 400 - 14000 RUR
Elite Championship rank 500 - 16000 RUR
Zone Hero Championship rank 600 - 25,000 RUR

Q: Where to look for tools in version 0.9
ABOUT:
Tools for rough work on Zaton.
Waste recycling station in the pipe at the top (3 thick pipes extend from the non-playing area). Climb into the pipe from the backyard using a ladder on a concrete pillar (one of the racks that will support these pipes).

Tools for fine work on Zaton.
Anomaly "Iron Forest" - in the very corner there is a building with a descent into the basement to a door with a combination lock. In front of this building, a pipe comes out of a brick cube and goes to the roof. The tool is behind the brick cube.

Tools for rough work on Jupiter.
SAM "Volkhov". Under the UAZ.

Tools for fine work on Jupiter.
Entrance to the oasis. In the corner, behind the corpse.

Tools for calibration in Pripyat.
Pripyat. River port. In the elevator car.

Pripyat. Deli. Near the stairs to the basement, behind the column.

Pripyat. Near the hospital, in the building, on the windowsill.

Then right

To the end of the corridor

And to the left

Tools for military technicians in Pripyat.
Pripyat. Near the KBO, in the pipe.


The achievements of comrades were used RemPath(AMK), Barabek(SP)

Q: How to complete Chapaev’s “order” quest for one mercenary or get a personalized weapon.
ABOUT:
Description: Chapaev instructed us to “take down” one mercenary nicknamed “Jackal” and take Chapaev’s signature weapon from him
Quest given by: Chapaev
Conditions of issue: rank greater than 50
Reward: PP-19 "Bison-2", box with charges VOG-25 x10, GP-"Koster", 5.45x39 mm BP x240, repair kit for weapons, grenade converter, 5000 rub.
Walkthrough:
Option 1) we go to the substation workshops (be sure to take Vintorez with us) where a group of mercenaries led by Tesak is located, we “remove” the grenade launchers on the roof of the building, and then we “take down” everyone else, take the captured “Beretta92FS” and collect the swag. Then we either go or teleport to Skadovsk, “sell” everything unnecessary to Sych and then go to hand over the barrel to Chapaev
Option 2) After completing the quest “bring food to the mercenaries,” passage to the substation workshops will be free. We go to the base, go to the containers, there are 3 mercenaries sitting there - we set a mine, we go into the house with the Jackal, we detonate the charge, we take down the Jackal and the bodyguard, we stand in the doorway and shoot the "Sailors" who are coming from the front, then we go in from the rear and take down the grenade launchers . (thanks to Rep1ik@nt"y)
Advice: mercenaries are not bandits with sawn-off shotguns, so it won’t be easy, use grenades more often
P.S. For those whose GG is prone to corruption (takes bribes), the bandits will quickly set their brains in place.

Q: Where are GPS guides in version 1.0
A: Read and watch
Backwater
Near Skadovsk, under the pipeline

At the base of the bandits

Waste processing plant

"Shevchenko" on the bridge

Fault near the pioneer camp "Emerald"

Jupiter
Container warehouse

Cement plant

Behind the scientists' burger on the wall opposite the doors

The Jupiter plant is not far from the entrance to the workshop where you need to inspect the helicopter

Railway tunnel, Rassvet base, room where we take the Izolyator

Thanks to the comrades for the information and screenshots Rep1ik@nt And Elephant Silver
I will add more as I receive them.

Q: Where can I correct the weight displayed in the backpack, well, there at the bottom.
A:Changing the carried weight is edited in two files:
1 gamedata\configs\system.ltx line Max weight=50 - change to any number
2 gamedata\configs\creatures\actor.ltx line max walk weight=60 also by any number, but 10 more than the previous one in the system, as you can see... you can just open these two files with notepad and search down the text for the word weight . .and then edit what needs to be done...

Q: How to join the Mercenaries group?
A: We come dressed as mercenaries to their base, approach the leader, carry out his task (consists of tasks: go to the Jupiter plant, clear the territory of the plant, follow the mercenaries to the 2nd floor, get out of the plant, bring the drug, follow to territory, clear the zombies), hand in the task. The leader, upon completion, offers to join them.

Q: How do people withdraw money from corpses???
A: Buy a disk for hacking PDA from a merchant in Skadovsk (5000 USD). Then put it in your backpack and you will start skimming money from corpses.

Q: Places where GPS guides appear in SGM 1.05 from Avadon
ABOUT

Backwater


1. Shevchenko, “rest room” near the fire.
Screen from Geralt of Rivia

2. Near Skadovsk, the beginning of the pipe towards the forestry area, where the electric lines are. ibelieveinyou
Screen from Geralt of Rivia

3. Cave under the burnt out farm. It is in a large cave near the wall behind the stones. OldGold
Screenshots from Vaiteria

4. Behind the processing plant, near the mesh fence (edge ​​of the location), on the side of the booth. algaloff
5. Gas station, descent to the snorkels, broken room, in the corner of the empty half
Screenshots from straj_ilua

6. Forestry, truck body in the hangar ibelieveinyou
7. Behind the substation workshops, 15m from the fence. near the bush Rep1ik@nt
Screen from Geralt of Rivia

8. VNZ circle - from the main entrance to the territory in the left, far corner, near the fence Vaiteria
Screen from Geralt of Rivia


Jupiter


1. Cement plant. The building where the Monolith cache is located. 2nd floor behind the pipes. ibelieveinyou
Screen from straj_ilua

2. Checkpoint in the center. ibelieveinyou
Screen from straj_ilua

3. Jupiter plant in the room next to the crashed helicopter (blade in the wall). Santori
Screenshots from vdv5549


4. Quarry under an excavator bucket evil devil
Screen from Vaiteria

5. Helipad near the wall somewhere in the middle of the mines evil devil
Screenshots from Vaiteria

6. Container warehouses, in a straight line from the entrance to the opposite wall Rfret
7. "Eastern Tunnel", you need to jump from the hill from the side of the Jupiter plant, on a ledge.
Info and screenshots from Geralt of Rivia

8. The Jupiter plant, near the elevator that takes us down to the subway in Pripyat.
Info and screenshots from Vaiteria


Pripyat


1. Bookstore under the stairs evil devil
2. River port. Next to calibration tools ibelieveinyou
Screenshots from vdv5549


3. Old KBO. The second floor is where the burrer is. In a small room ibelieveinyou
4. School, 1st floor (where we save the Zulu) vdv5549



Backwater map with secrets (version 1.0-1.1)

Q: How to pass quests in the forestry (Elbrus, weapons deal)
A: I have never had any problems with Elbrus. perhaps because I follow the following sequence:
1. I pay to enter the base
2. I take and turn in the quest(s)
3. Laying a mine
4. Sign up for the Sword's task
5. I detonate a mine, clear the base and return to the sword (Elbrus and his brigade remain in the forestry)
6. After the Sword I go to the Beard (!!!)
7. I take a quest for a deal with weapons (by the way, a little trick: it would be nice to lay a mine exactly in the middle of those places where the bandits will stand and the long-serving mercenary will capture everyone. However, there is a minus: nothing will go to rank)
8. I go to the sawmill with the stalkers and watch the story video. here (!!!), judging by the marks on the map, at the sawmill there are only stalkers, bandits, mercenaries, a debtor, a bodyguard and a merchant. The Elbrus group is already dead!!! All that remains is to remove the flash drive from it.
Comrade helped petrov
Q: Tell me where the Basilisk artifact is located in version 1.0 of the mod?
A Instead of an answer, I’ll give a few screenshots, but you need to take into account that the content of the caches changes with the start of a new game (I always had the Basilisk in this cache, but the other things were different):


"Basilisk" in version 1.2 found by a comrade vdv5549


Algorithm for passing "Monolith quests" from Buusty
1. It is better to give Lyon’s case to the head of the monolith’s security immediately upon arrival in Pripyat.
2. After completing the quest for “Clearing the monolith cluster in the Books store,” you can go to Cyborg and ask to join the ranks of the Monolith - we get the quest “ Dirty work", we get off at Kasilov's bus, take the PDA, give it to Cyborg, get a reward, go to bed (you need to come the next day)
3. A day later, we take the quest “Redemption of Sins”, consisting of 3 quests, the first - “Water of Life” + 10 antibiotics - to treat the Monolith brothers who fell under the influence of the controller. We go to Zaton to the local doctor in Skadovsk, we get a tip to the scientists’ bunker, we move to Yanov to the scientists, from German we get information about the living water that is in the Oasis (you can immediately buy 10 antibiotics from him, if you don’t have it in your own stash) . We find living water in the Oasis, take Cyborg to Pripyat, then communicate with the Fiend, receive gratitude from him and listen to a story about his group that fell under the influence of the controller (the group that disappeared on Jupiter - former mercenaries).
4. A day later we take on the quest “Filling the caches of the monolith”. We buy in advance (take it from the stash) 90 charges for gauss from Mitrofan, we will also need 9 first aid kits, 9 bandages, 9 antirads, 9 AK-74 (LR300, Spas 12) and a clip of cartridges for them. We go to Zaton, fill the caches, return with a report to Cyborg, do not forget to receive the reward from Mitrofan.
5. A day later we receive the quest “Find a repeater”. We go to Yanov to the Hawaiian, we are interested, we part with 10,000 tugriks, we get information, but this is not enough, we go to the bunker to Ozersky, we get the final location of the repeater - at the Jupiter plant. We find it - we can’t lift it (of course, such a “stupid”!). We run to Pripyat and report to Cyborg, he praises us and asks us to clear the same “Books” from infidels (mercenaries have settled there and are preventing us from repairing the antenna). You can clear it with one, or with a group of the Fiend. After the cleanup, a repairman appears and “asks to come tomorrow.” We come every other day - we communicate with the Monolith - that's it, our sins are forgiven! Let's go rest.

P.S. You can complete other quests at the same time, there were no overlaps. Version 1.4.4

Spawn points for GPS conductors in version 1.6 (respect Dedushka48)

BACKWATER:
1.at the exit of the pipeline from the ground towards Lesnichestvo, under a concrete canopy, east of Skadovsk.
2.in the Forestry in the back of a truck, in a non-main building.
3. Shevchenko, 2nd floor, room north of the fire;
4.behind the Refinery, near the fence approximately in the middle.
5.in the cave, south of the Burnt Farm, in the largest hall, near the stones.
6.VNZ Circle, near the fence on the western side, approximately opposite the entrance.
7. Boiler anomaly, in one of the faults, on the north side.
8. gas station, in half of the room that fell into the rift.
9.behind the stone, at the eastern edge of the location, between the Dredge and the Cauldron anomaly.
10. south of the substation workshop, under a bush, opposite the western corner.
11.north of the Iron Forest 2 stones near the slope, to the left of the stones at a distance of approximately equal to the distance between them.
12.in the upper part of the southernmost puddle, in a straight line between the VNZ Krug and Izumrudny, approximately in the middle, but closer to Izumrudny.

JUPITER:
1.northwestern tunnel, where the Dawn base is, in a ventilation box in the corner of the room with the anomaly.
2.at the fence in a puddle to the south of the Ashes anomaly.
3. eastern tunnel, on the ledge of the southern wall.
4. Jupiter plant, in the room next to the fallen helicopter.
5. Jupiter plant, in the main hall, where the entrance to the overpass, in the northern part of the hall, under the tank, where there is a red barrel nearby.
6. Helipads, where the crashed helicopter is, near the eastern wall, approximately in the middle of the mines, at the first bend of the wall.
7. Checkpoint, in the yard, next to the UAZ, on the left.
8. Cement plant, southern two-story building, 2nd floor, on the east side, on the grate, behind the vertical tank;
9. Container warehouse, opposite the entrance, behind the containers, at the western iron gate, between two buildings.
10. Plavni anomaly, in the reeds, in the northwestern corner of the reservoir.
11.ZRK Volkhov, between 3 and 4 islands formed by paths, clockwise from the entrance, near the fence on the west side, under the Christmas tree.

PRIPYAT:
1. Book store, under the stairs.
2. Old KBO, 2nd floor, room with wardrobe and drawers.
3. River port, on the north side of the building, behind the water dispensers.
4. KBO Yubileiny, on the top floor, on a broken flight of stairs, in the southwestern part of the building.
5. From the Kindergarten to the left, there is a horizontally located house, in the corner near the fence, on the western side of the house.
6. house to the left up from the Department Store, northern descent into the basement.
7.small building below the Hospital, a room in the northeast corner of the western building;
8.inside the Fire Anomaly;
9.under a bush just to the right of the arch of a horizontal house, below the Laundry, in the southeastern part of the location.
10. building to the left of the Deli, northern descent into the basement.
11. School, south-eastern corner of the building, 3rd floor.


It should be taken into account that the Arties are round; they can roll away somewhere not far away, so you need to search everything around.

Drugs for enslaving monsters (can be bought from Herman, in the scientists’ bunker) version 1.6 (respect Dedushka48)

X8P25 for pseudogiant.
. Enslavement time is 40 seconds. The validity period after opening is 80 seconds. This drug was invented in the secret laboratory X8, and got into the zone thanks to looters. The main advantage of the drug is that thanks to its biological properties, you can tame a pseudo-giant of any color. To perform the operation, you need to open the drug and hold it in your hands. The longer the target of enslavement is within the radius of the drug, the sooner the expected effect will occur.
X8P25 for chimera
Impact radius - 10
Time to enslave - 30
Expiration date after opening - 70
X8P25 for wild boar.

Enslavement time - 20 seconds
Expiration date after opening - 40 seconds
X8P25 for flesh.
Impact radius - 8 meters


X8P25 for a blind dog.
Impact radius - 10 meters
Enslavement time - 12 seconds
Expiration date after opening - 24 seconds
X8P25 for a pseudo dog.
Impact radius - 10 meters
Enslavement time - 15 seconds
Expiration date after opening - 30 seconds
X8P25 for snorkeling.
Impact radius - 10 meters
Time to enslave - 18 seconds
Expiration date after opening - 36 seconds
X8P25 for jerboa.
Impact radius - 20 meters
Enslavement time - 10 seconds
Expiration date after opening - 25 seconds


Tool spawn locations and their variants, version 1.6 (respect Dedushka48)

Option:-1
Backwater: - for calibration: -2, dredger behind the boxes on the main deck.
VNZ-circle, on the antenna support, northwest of the building.
Jupiter: - for fine work: - 2, wd Jupiter, straight from the entrance, in the frame of the machine. Or in the underground passage, near the tank.
Anomaly "Ashes", behind the stones, near the hill.
Pripyat - for rough work: -2, bookstore, on the bus.
Dorm, kitchen, behind the closet.
Option:-2
Zaton - for rough work, art. waste recycling, in ventilation pipe, climb from the street up the stairs on a concrete support.
For fine work, an anomaly of iron wood, behind the support at the entrance to the building.
Jupiter: - for rough work, for fine work - entrance to the Oasis ventilation complex, ZRK-Volkhov.
Pripyat: - for calibration: - 2, Gastronome Basement, before descending into the room with columns. river station, in a green booth.
Option:-3
Backwater: - for rough work - 2, Emerald, left house (see from the bridge), under the table there is a cache, in the room, on the left inst., go to the stage on the right, the house under it is a cache, on the roof of the scene there is a cache in a broken roof.
Forestry. In the northern part (behind ZiL), there is a cache in the back of the zilka, between the anomalies on the right in the corner of the instrument. In a straight line from Zil lies the corpse of a Stalker in a bush, take the swag.
Jupiter: - for fine work, zd Jupiter, straight from the entrance, in the frame of the machine, or in the underground passage, near the tank.
for calibration, cement, back, under the bridge on the right and there is a cache there.
Pripyat: - for fine work, school, assembly hall, on stage, in the corner.
for calibration, hospital, west wing, near toilet, window sill.
Option:-4
Backwater: - for rough work, behind the boxes on the main deck.
for calibration, Behind the "Circle" airborne zone, on the antenna support, north-west of the building.
Jupiter: - for fine work, Z-d "Jupiter", straight from the entrance, in the frame of the machine, or in the underground passage, near the tank.
for calibration, anomaly Ashes behind the stones, near the hill.
Pripyat - for rough work, Dorm, kitchen, behind the closet.
for fine work, At the Book store, on the bus.
Army tools in Pripyat:
1.Hospital, west wing, back toilet, window sill.
2. In the pipe on the street, to the west, behind the Yubileiny KBO.
3.In a green trash box, near the monument, near the Prometheus cinema.
4. Kindergarten, veranda, not surrounded by anomalies.


Spawn of Vintar Gromoboy at the cement plant, version 1.6 (respect Dedushka48)

Don't forget that he can spawn in different places.
Here in these places I found that if it doesn’t work out, you need to reboot
Because of this glitch, I always saved on cement.z-de.
1-where for Azoth you take the parts on the barrel, there is also a cache with a helmet.
2-Opposite the building on a metal balcony.
3-on the observation tower on the roof where the Stalkers hang out.
4-and there at the bottom where the stairs begin, the room entrance to the basement is right at the edge.
5-on the street next to the tank there is a broken ventilation box on the grate.

Complete walkthrough V.1.6. from Dedushka48
Download walkthrough V.1.6.

Walkthrough of the quest "Wave of Mutants" from Buusty

Copyright 2009 GeJorge.

Expression: !m_error_code
Function: raii_guard::~raii_guard
File: D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
Line: 748
Description: .... - Call of Pripyat\gamedata\scripts\xr_motivator.script:260: attempt to index field "object" (a nil value)

The crash depends on the patched version of the pure “Call of Pripyat” itself. Just restart the game.

FATAL ERROR (due to glitchy animation of Shustroy) - advice: simply either save (not inside Skladovsk) or when loaded (for the first 2 seconds we stand still - then we start moving).

Expression: 0
Function: ErrorLog
File: D:\prog_repository\sources\trunk\xrServerEntities\script_engine_script.cpp
Line: 49
Description: Illegal call of add animation. Weapon is strapping now!!! zat_a2_stalker_nimble6657
stack trace:

Who has this kind of departure:
1. On version 0.9.1 - FATAL ERROR
Expression: fatal error
Function: CModelPool::Instance_Load
File: D:\prog_repository\sources\trunk\Layers\xrRender\ModelPool.cpp
Line: 117
Description:
Arguments: Can"t find model file "dynamics\weapons\wpn_groza\wpn_groza_no_gl.ogf".

Expression: fatal error
Function: CInifile::r_section
File: D:\prog_repository\sources\trunk\xrCore\Xr_ini.cpp
Line: 475
Description:
Arguments: Can"t open section "skill_book_ak105". Please attach [*.ini_log] file to your bug report

Go to Call of Pripyat\gamedata"\scripts\SGM_dialogs. We are looking for the line: pri_deliever_monolith_bla_bla_bla..., in general, just enter pri_deli in the search and find the function of the same name with number _25 at the end. Just change skill_ak105_book in the body of the function, for example to detector_omega.
For your help in solving the problem, respect to comrade aqraccy

Description of the location of various items in the Sgm Mod v1.6 - v1.7 for the game Stalker Call of Pripyat


Vintar Thunderbolt spawns at the cement plant.

Don't forget that he can spawn in different places.
Here in these places I found that if it doesn’t work out, you need to reboot
Because of this glitch, I always saved on cement.z-de.
1-where for Azoth you take the parts on the barrel, there is also a cache with a helmet.
2-Opposite the building on a metal balcony.
3-on the observation tower on the roof where the Stalkers hang out.
4-and there at the bottom where the stairs begin, the room entrance to the basement is right at the edge.
5-on the street next to the tank there is a broken ventilation box on the grate.
I found in these places that if it doesn’t work, you need to reboot.
That's why I wrote, save there and repeat the search.

Where to find tools.

Guys, here are the tools for you, 4 options:
The layout of the tools in v.1.6 and v.1.7 is exactly the same.
I checked v.1.7
Guys, is it really not clear if 4 options mean that when starting a new game
the spawning of tools will be different, to get 4 options I started the game 8 times.
You even manage to present your claims to me; I can’t find them, I’m not looking well.
Everything is already ready, there is no need to buy information from Sych, I am amazed at you.

Option:-1
Backwater: - for calibration: -2, dredger behind the boxes on the main deck.
VNZ-circle, on the antenna support, northwest of the building.
Jupiter: - for fine work: - 2, west Jupiter, straight from the entrance, in the frame of the machine. Or in the underground passage, near the tank.
Anomaly "Ashes", behind the stones, near the hill.
Pripyat - for rough work: -2, bookstore, on the bus.
Dorm, kitchen, behind the closet.

Option:-2
Backwater - for rough work, waste treatment station, in a ventilation pipe, climb from the street using a ladder on a concrete support.
For fine work, an anomaly of iron wood, behind the support at the entrance to the building.
Jupiter: - for rough work, for fine work - entrance to the Oasis ventilation complex, ZRK-Volkhov.
Pripyat: - for calibration: - 2, Gastronome Basement, before descending into the room with columns. river station, in a green booth.

Option:-3
Backwater: - for rough work - 2, Emerald, left house (see from the bridge), under the table there is a cache, in the room, on the left inst., go to the stage on the right, the house under it is a cache, on the roof of the scene there is a cache in a broken roof.
Forestry. In the northern part (behind ZiL), there is a cache in the back of the zilka, between the anomalies on the right in the corner of the instrument. In a straight line from Zil lies the corpse of a Stalker in a bush, take the swag.
Jupiter: - for fine work, zd Jupiter, straight from the entrance, in the frame of the machine, or in the underground passage, near the tank.
for calibration, cement, back, under the bridge on the right and there is a cache there.
Pripyat: - for fine work, school, assembly hall, on stage, in the corner.
for calibration, hospital, west wing, near toilet, window sill.

Option:-4
Backwater: - for rough work, behind the boxes on the main deck.
for calibration, Behind the "Circle" airborne zone, on the antenna support, north-west of the building.
Jupiter: - for fine work, Z-d "Jupiter", straight from the entrance, in the frame of the machine, or in the underground passage, near the tank.
for calibration, anomaly Ashes behind the stones, near the hill.
Pripyat - for rough work, Dorm, kitchen, behind the closet.
for fine work, At the Book store, on the bus.

Army tools in Pripyat:
1.Hospital, west wing, back toilet, window sill.
2. In the pipe on the street, to the west, behind the Yubileiny KBO.
3.In a green trash box, near the monument, near the Prometheus cinema.
4. Kindergarten, veranda, not surrounded by anomalies.

Another tip: buy their location at Sych's!

Where can I find GPS guides?

BACKWATER:
1.at the exit of the pipeline from the ground towards Lesnichestvo, under a concrete canopy, east of Skadovsk.
2.in the Forestry in the back of a truck, in a non-main building.
3. Shevchenko, 2nd floor, room north of the fire;
4.behind the Refinery, near the fence approximately in the middle.
5.in the cave, south of the Burnt Farm, in the largest hall, near the stones.
6.VNZ Circle, near the fence on the western side, approximately opposite the entrance.
7. Boiler anomaly, in one of the faults, on the north side.
8. gas station, in half of the room that fell into the rift.
9.behind the stone, at the eastern edge of the location, between the Dredge and the Cauldron anomaly.
10. south of the substation workshop, under a bush, opposite the western corner.
11.north of the Iron Forest 2 stones on the slope, to the left of the stones at a distance approximately equal to the distance between them.
12.in the upper part of the southernmost puddle, in a straight line between the VNZ Krug and Izumrudny, approximately in the middle, but closer to Izumrudny.

JUPITER:
1.northwestern tunnel, where the Dawn base is, in a ventilation box in the corner of the room with the anomaly.
2.at the fence in a puddle to the south of the Ashes anomaly.
3. eastern tunnel, on the ledge of the southern wall.
4. Jupiter plant, in the room next to the fallen helicopter.
5. Jupiter plant, in the main hall, where the entrance to the overpass, in the northern part of the hall, under the tank, where there is a red barrel nearby.
6. Helipads, where the crashed helicopter is, near the eastern wall, approximately in the middle of the mines, at the first bend of the wall.
7. Checkpoint, in the yard, next to the UAZ, on the left.
8. Cement plant, southern two-story building, 2nd floor, on the east side, on the grate, behind the vertical tank;
9. Container warehouse, opposite the entrance, behind the containers, at the western iron gate, between two buildings.
10. Plavni anomaly, in the reeds, in the northwestern corner of the reservoir.
11.ZRK Volkhov, between 3 and 4 islands formed by paths, clockwise from the entrance, near the fence on the west side, under the Christmas tree.

PRIPYAT:
1. Book store, under the stairs.
2. Old KBO, 2nd floor, room with wardrobe and drawers.
3. River port, on the north side of the building, behind the water dispensers.
4. KBO Yubileiny, on the top floor, on a broken flight of stairs, in the southwestern part of the building.
5. From the Kindergarten to the left, there is a horizontally located house, in the corner near the fence, on the western side of the house.
6. house to the left up from the Department Store, northern descent into the basement.
7.small building below the Hospital, a room in the northeast corner of the western building;
8.inside the Fire Anomaly;
9.under a bush just to the right of the arch of a horizontal house, below the Laundry, in the southeastern part of the location.
10. building to the left of Gastranom, northern descent into the basement.
11. School, south-eastern corner of the building, 3rd floor.
It should be taken into account that the Arties are round; they can roll away somewhere not far away, so you need to search everything around.


Drugs for enslaving monsters.

Drugs for enslaving monsters
Drugs for enslaving monsters.v.1.6 1.7
Drugs for enslaving monsters, you can buy it from Herman
scientists' bunker.
X8P25 for pseudogiant.
Impact radius - 10 meters. Enslavement time is 40 seconds. The validity period after opening is 80 seconds. This drug was invented in the secret laboratory X8, and got into the zone thanks to looters. The main advantage of the drug is that, thanks to its biological properties, you can tame a pseudo-giant of any stripe. To perform the operation, you need to open the drug and hold it in your hands. The longer the target of enslavement is within the radius of the drug, the sooner the expected effect will occur.

X8P25 for chimera
Impact radius - 10
Time to enslave - 30
Expiration date after opening - 70

X8P25 for wild boar.
Impact radius - 8 meters
Enslavement time - 20 seconds
Expiration date after opening - 40 seconds

X8P25 for flesh.
Impact radius - 8 meters

X8P25 for a blind dog.

Enslavement time - 12 seconds
Expiration date after opening - 24 seconds

X8P25 for a pseudo dog.
Impact radius - 10 meters
Enslavement time - 15 seconds
Expiration date after opening - 30 seconds

X8P25 for snorkeling.
Impact radius - 10 meters
Time to enslave - 18 seconds
Expiration date after opening - 36 seconds

X8P25 for jerboa.
Impact radius - 20 meters
Enslavement time - 10 seconds
Expiration date after opening - 25 seconds

Where to find weapon skill books.

Guys, I immediately warn you not to ask unnecessary questions.
In SGM-Caches where there are skill books, caches spawn in different places.
There will be no exact definition.
I'll add more as the game progresses.
Guys, the skill books remain in question.
pkm - RP-74
ak74u - AKS-74u
awm-L96A1

1-skill_book_pkm

2-skill_book_abakan - Flash drive Brass knuckles guard booth at the processing plant.

3-skill_book_ak74 - Chapaev flash drive Port cranes, container.

4-skill_book_ak74u

5-skill_book_beretta - Flash drive of Lieutenant Smolyak processing plant.

6-skill_book_bm16 - under Shustroy’s chair

7-skill_book_colt1911 - hunting a chimera with Gonta, St. John's wort gives.

8-skill_book_desert_eagle - Flash drive Haiduk Cement. z-d first floor.

9-skill_book_fn2000 - Given by Ozersky for art. the heart of the oasis.

10-skill_book_fort - Gives Elbrus Fort-12 Clear Chapai's base.

11-skill_book_g36 - D. Yar Kopachi plans to hire.

12-skill_book_gauss - Cyborg gives for the quest to find living water.

13-skill_book_groza - Gives Gonta for Soroka OTs-14 thunderstorm

14-skill_book_hpsa - Gives Sych for laptop KhPSS-1M

15-skill_book_l85 - Noah gives a wave of mutants

16-skill_book_lr300 - Given by Beard for art.compass.

17-skill_book_mp5 - Gives to Spartak for the hit-and-run quest.

18-skill_book_pb - Gives St. John's wort eastern tunnel burers PB-1s

19-skill_book_pm - Flash drive of Capercaillie refueling.

20-skill_book_rg-6 - Flash drive Zulu plant Jupiter old building.

21-skill_book_rpg7 - Flash drive Snags checkpoint, second floor.

22-skill_book_sig220 - Gives St. John's wort the flux to clear from the nipples

23-skill_book_sig550 - Given by Bear for Mityai

24-skill_book_spas12 - Gives to Vano for armor for a trip to Pripyat.

25-skill_book_svd - Flash drive Valeta Near Yanov station, bushes near a tree.

26-skill_book_svu - Gives St. John's wort the night hunt for the chimera the last quest.

27-skill_book_toz34 - allows Beard to find the artifact Strange yavlenie.

28-skill_book_usp - Gives Herman the installation of UDP-Compact scanners.

29-skill_book_val - Given by Shulga for the PDA of the founder of Debt.

30-skill_book_vintorez - Given by Shulga for the PDA of the founder of Debt.

31-skill_book_walther - Nitrogen gives for tools.

32-skill_book_wincheaster1300 - Given by Herman for guarding the bunker.

33-skill_book_protecta - Gives Herman a psi field.

34-skill_book_ak47 - Noah on the stern of the barge.

35-skill_book_ak101 - Gives to Spartak for the quest hitting an AK-101M.

36-skill_book_ak105 - Dite Monolith for Leon’s AK-102 case.

37-skill_book_apb - Skadovsk where the Capercaillie sits behind a net in the corner.

38-skill_book_awm -

39-skill_book_grom - Given by Cyborg for killing Kasilov (breakwater)

40-skill_book_m4a1 - SGM cache of the firefly cafe opposite the magic book.

41-skill_book_m14 - SGM cache of the dorm, 5th floor.

42-skill_book_m82 - SGM-cache eastern tunnel Barett - M82A1

43-skill_book_mosina - Lies on the stage under the shelving on top of the SGM cache.

44-skill_book_mossberg590 - SGM cache of Debt warehouse in a trailer.

45-skill_book_ppsh41 - SGM-cache PPSh-41 cooling tower near the gondola car, and may be on
cement plant between pipes.

46-skill_book_xm8 - At the mercenary checkpoint in the box when you enter you will pick it up.

47-skill_book_p90 - they are on Shulga’s table.

48-skill_book_fnfal - Gives Molfar for the quest with controllers.

49-skill_book_l85_tactical - Flash drive Shishak Railway tunnel.

50-skill_book_fanfall - SGM-Tain.behind the an.cauldron near the stones under the hill

51-skill_book_g43 - G43Gewehr Gives Nazar Dawn clearing the territory.

52-skill_book_knife - under the Preobrazhensky Bridge on the stones in SGM-Tain.