Joining the Call of Chernobyl Lost Path factions. How to join any faction at the very beginning of the game►s.t. a. l. k.e. r lost path

Year of issue: 2017
genre: Action / Shooter / 3D / 1st Person
Game developer: GSC Game World
mod developer: b4d1k and co
Publication type: mod
Interface language: Russian
Voice language: Russian
Material update date: 04/18/2018 MBT

The current version of the mod: In contact with

SYSTEM REQUIREMENTS:
? Operating system: Windows 7 / Windows 8.1 / Windows 10
? Processor: Intel® Core™2 Duo 2.4 GHz / AMD Athlon™ X4
? RAM: 4 GB
? Video Card: 1024 Mb / nVIDIA® GeForce™ / ATI Radeon®
? Swap file: 6 GB
? Sound Card: DirectX® 9.0c compatible sound device
? Free hard disk space: 13 GB

Description:
Call of Chernobyl has long established itself as a good platform for modifications, as well as for various builds.

Today we will look at a modification called Lost Path Lost Path - this is a modification that is seasoned with a huge amount of author's content, namely: 2 new groups were added, the standard simulation was changed, which will no longer remove important NPCs, GG can become a zombie if it is not in cover during the ejection, as well as through Psi-recruitment, can join the Monolith. In Lost Path Main character cannot choose the desired grouping, because each newcomer must create his own history. A GG can join a group, but in Lost Path this is not easy to do, because you must first establish yourself in the eyes of its leader.

Another author's chip is Servos for costumes. Some costumes have the ability to install servos, which will increase the weight carried by the Main Character. Lost Path also added a polished faction war, similar to what we saw in Clear Sky. Implemented different kinds squads (attacking, defensive), which also have their own parameters (Rank, grouping, Fatigue, as well as random factors), the squads will also be displayed in the Player's PDA. The developers of the Lost Path modification divided all the territories into Points (Places of appearance of mutants), Territories (Some objects at the location), Resource Point (Place of extraction of resources for the group), Bases. All these territories can be captured, except for the first one (Points).

Lost Path also boasts an encyclopedia, which awaits us in a future version of COC 1.5. In the game, you can see a redesigned AI, as well as unique characters that are familiar to us from the original trilogy. These are not all the innovations that the modification for Call of Chernobyl called Lost Path boasts. The mod is being actively developed, so do not forget to regularly check the patches released by the developers

Modification features

Using a servo in the Lost Path mod The feature is not available for all suits and requires a specific suit and servo (and knowledge, more on that later). To install / remove, you need to wear a suit with which you want to perform actions. When removed, you get a suit without a servo and the servo itself, while the set is spent (because it is one-time). The servo itself has weight. The suit with the installed modification becomes heavier. Also, the installed modification adds +15 kg to the carry weight (exoskeletons give even more, because they have the second version of the servo). When installing and removing the drive, the condition of the suit (its wear) and its upgrades remain, so it will not be possible to repair it in this way. Also, in the presence and absence of a drive, the suit icon in the mechanic's menu changes (the frame is visible on the suit or not). To install and remove the drive itself, you need information (for removal and installation separately), which is obtained from flash drives. At the beginning of the game, the GG does not have information about working with drives. Total flash drives 18: 9 groupings removal + installation. Flash drives and sets can be found in hiding places or purchased from Shustroy for a tidy sum. If the information from the flash drive has already been downloaded, then the flash drive simply disappears and the PDA receives a message that nothing new has been found.

Information about joining groups in the Lost Path modification. In the main menu, when choosing a character, players will have access to only one grouping “Loners” or “Stalkers”, whatever you want to call it. This is done from the position that you are nobody in the Zone, there is no way to call you, and you yourself need to earn a name for yourself and make your own history of your character. It will depend only on you which group you will fall into, what exactly you will do in the Zone and what it will lead to. Only you write your own story, YOU are the blacksmith of your own happiness. The players will be faced with the question of the relevance of other groups and possible ways joining groups. Naturally, you can join groups and your path of the Stalker is not eternal. There are several categories of factions that you can join. They are divided according to the method of entry: Reputation and your Name in the grouping. That is, you need to earn a name for yourself in the grouping of your choice, complete tasks and combat missions that NPCs will offer you. The more tasks you complete, the more you will advance towards joining the group. Now "from the street" no one will take you. This is the Zone, you need a reputation and a name here .. all of a sudden you are a mishandled spy for freedom and want to interfere with the plans of “Debt”? Naturally, this is a common example, but they are guided by this. It is worth remembering that not all quests will get you a reputation and you will have to sweat to get into your favorite grouping (or unloved, but desired). Entry from the street. Let's call this category. The bottom line is that the group absolutely does not care who you are and what you are. You get there because some action took place and the group automatically accepted you. Let's consider groups of the second category: Bandits: entry at low reputation, if the GG is a stalker. That is, you kill and rob your fellows, for which they expel you into marauders, bandits. Stalkers: if you quarrel with bandits, they throw you back into stalkers. Monolith or Zombified: when the GG is subjected to a strong psi-impact, he becomes depersonalized or zombified. The entry depends on the randomness, you can become either a Monolith fighter or a Zombified Stalker with a 50% chance. In the rest of the groupings, there are tasks that must be completed in order to join. As soon as you reach 1000 faction reputation, you can ask to join the faction and, if you wish, you become a fighter of the desired faction. In this version of the modification (v2.2.3), joining the Ecologists is impossible, since the International Research Group (combat ecologists) and Clear sky I think this will be enough for you. If a player joins a faction for the first time, then he receives a recruit starter kit, which he will not receive when he joins this faction again. Keep in mind that you won’t be able to run through the groups, because by joining a group, you sacrifice your relations with other groups, this is a kind of tribute to joining. You can also exchange the reputation earned on quests for some weapons (while this is in beta, in the future it will be possible to get everything from cartridges to artifacts and armor). How you spend reputation is up to you, but keep in mind that if you spend reputation, you may not have enough to join, use reputation as a bonus for good service in the faction. If only one answer option is available to you in the dialogue “I didn’t find anything”, this means that your reputation is not enough to make an exchange, save up and come again. The key character of the YIG is Goofy, and for the Dark Stalkers it is Charon (a monolith who can help join the second direction of the monolith).

Players will be faced with the question of the relevance of other factions in Lost Path and possible ways to join groups. Naturally, you can join groups and your path of the Stalker is not eternal. There are several categories of factions that you can join. They are divided according to the method of entry.

Groups of the first category:

  • Reputation and your Name in the grouping. That is, you need to earn a name for yourself in the grouping of your choice, complete tasks and combat missions that NPCs will offer you. The more tasks you complete, the more you will advance towards joining the group. Now "from the street" no one will take you. This is the Zone, you need a reputation and a name here .. all of a sudden you are a mishandled spy for freedom and want to interfere with the plans of “Debt”? Naturally, this is a common example, but they are guided by this. It is worth remembering that not all quests will get you a reputation and you will have to sweat to get into your favorite grouping (or unloved, but desired).
  • Entry from the street. Let's call this category. The bottom line is that the group absolutely does not care who you are and what you are. You get there because some action took place and the group automatically accepted you.

Groups of the second category:

  • Bandits: entry at low reputation, if the GG is a stalker. That is, you kill and rob your fellows, for which they expel you into marauders, bandits.
  • Stalkers: if you quarrel with bandits, they throw you back into stalkers.
  • Monolith or Zombified: when the GG is subjected to a strong psi-impact, he becomes depersonalized or zombified. The entry depends on the randomness, you can become either a Monolith fighter or a Zombified Stalker with a 50% chance.

In the rest of the groupings, there are tasks that must be completed in order to join. As soon as you reach 1000 faction reputation, you can ask to join the faction and, if you wish, you become a fighter of the desired faction. In this version of the modification (v2.2.3), joining the Ecologists is impossible, since the International Research Group (combat ecologists) and Clear Sky are available from the research groups, I think this will be enough for you.

If a player joins a faction for the first time, then he receives a recruit starter kit, which he will not receive when he joins this faction again. Keep in mind that you won’t be able to run through the groups, because by joining a group, you sacrifice your relations with other groups, this is a kind of tribute to joining.

You can also exchange the reputation earned on quests for some weapons (while this is in beta, in the future it will be possible to get everything from cartridges to artifacts and armor). How you spend reputation is up to you, but keep in mind that if you spend reputation, you may not have enough to join, use reputation as a bonus for good service in the faction.

If only one answer option is available to you in the dialogue “I didn’t find anything”, this means that your reputation is not enough to make an exchange, save up and come again. The key character of the YIG is Goofy, and for the Dark Stalkers it is Charon (a monolith who can help join the second direction of the monolith).

S.T.A.L.K.E.R. Call of Chernobyl Lost Path 2017 PC Torrent Download

S.T.A.L.K.E.R. Call of Chernobyl: Lost Path 2017 PC

The main feature of the modification is a fully working simulation of life in the zone!
Lost Path is a mod based on Call of Chernobyl with its own unique modifications and content, as well as features from CoC 1.5. Also in the mod there is a normal version of the Faction War (not lag), which, using the options in the game folder, you can customize for yourself, make the war less or more active. You can choose to set up a real Afghanistan in the Zone with blackjack and Monoliths, or calmly explore the Zone. New MLR, location "Polyana", reworked hardcore economy - these are just a few of the interesting aspects of the mod. The visual component is also top notch. New particles, graphics itself, inventory icons - all this is done in the best style. Important characters have unique weapons with improved characteristics, killing these characters, you can take possession of these weapons, new armor samples are also included. Numerous other important characters have been added. Serious work has been done with the upgrade system. Now unique improvements will require not only money... There are also new mini-plots.

Now the Lost Path project has the status of stage I MBT. The mod is distributed in a "download and play" format and is not compatible with third-party modifications (and even pure CoC).
There are plans to add many new quests for all factions, motivating players to complete various tasks and wander around the Zone, since most of the top equipment will be as a reward for completed tasks or found in the expanses of the Zone. Also, one of the goals is to diversify the game gameplay so that players go to more locations than they do now. There is a problem with the fact that some of the locations are simply restored and there is no content on them.

Resource points and Bases:
Now the GG can capture not only the Base, but also a resource point. Naturally, the player will receive more money for the base, but he will normally receive for the resources, especially since there are a lot of resources in the locations. What are resources... The fact is that the strength of the group is determined by the number of captured bases and resource points, and the higher the strength, the more veterans of the group spawn and the faster they spawn. The intervention of the GG can greatly change the outcome of the game, for example, at the beginning of the game there are a lot of bandits and the GG can recapture the Cordon and the Dump, or join them and finally finish off the stalkers.

Unique characters:
mechanics, doctors, merchants and provisions (bartenders). Returned to the game, now they spawn on all bases and have icons in the PDA. On some bases (not standard ones) there are no icons yet, since there is no logic there yet, we will fix this when we work in KFOR. Therefore, on some bases (for example, Radar) there may be problems with empty trade inventories, but the mechanics work properly.

Reputation system and transitions to bandits and stalkers:
The old system of transition from bandits to stalkers proved to be very inefficient and caused an uproar, so it was decided to replace the criteria for transferring to stalkers. Now the GG is transferred from the bandits if he quarrels with the bandits (their relationship will become<= 0) и его выгонят из бандитов в сталкеры. Что не мало важно, репутация главного героя обнулится (т.к это показатель отношения членов группировки к ГГ), т.е сталкеры дадут вам второй шанс.

Nerf FN Scar H and STG 58 and other guns 7.62x51:
It so happened that due to the new ammunition system, weapons with this caliber turned out to be very imbalanced and allowed the player to kill even chimeras with a couple of bullets. Damage fixed, ammo too. It will not affect the gameplay much, it cuts very cheerfully, at the level of a thunderstorm / shaft.

Some changes in the work of squads:
Since the bar was given almost completely to the IIG, or rather the entire part of the debt base, the father of valerian as a squad went to the IIG, but as an NPC he remained alone, don't be alarmed, this is not a bug and it is so conceived. A bug was also fixed when the bandit medic was in a mercenary clan and his comrades-in-arms killed him.

Daytime radiation acquired a location coefficient:
It is not in the dungeons, on the radar, chaes south, Pripyat has a rabid radioactive background, it is increased in the landfill and military, there is very little radiation on the field. I remind you that this is an optional add-on.

Unique content:
! Two brand new factions: GII, Dark Stalkers
! Adequate simulation does not remove important NPCs (!)
! Zombie GG with a very strong psi impact
! Start as a beginner stalker
! Joining groups after helping a group
! Barter system for exchanging group respect for GG for equipment
! Unique NPC relocation
! New inventory for 16:9 monitors (4:3 later)
! More realistic GG behavior and NPC hit system
! Remade trade
! Optional daytime radiation from COM
! Outlier impact on CPC
New features:
! Servo use for certain suits.


! Dynamic menu change depending on the GG grouping. Video demonstration

Multi-colored caches from SoS 1.5
! Added an encyclopedia from CoS 1.5 with added tabs "Important notes" (filled in when completing LP quests) and "Basic information on the mod" (Most of the information from the topic has been transferred to the game. The tab is disabled by default)
! PDAs have been added for unique characters that will later need to be turned in according to the quest: Scar, Skull, Wolfhound, Tyrant, Master, Scarecrow, Father Valerian, Oleg "Demon" Gusarov
! New more refined AI - NPCs have become smarter and more dangerous
! New units mentioned in CHN, TC
! New Quests: In Dark Hollow
! New Unique Companions: Scar, Zulu

Using the servo in the Lost Path modification:

The feature is not available for all suits and requires a specific suit and servo (and knowledge, more on that later). To install / remove, you need to wear a suit with which you want to perform actions. When removed, you get a suit without a servo and the servo itself, while the set is spent (because it is one-time).
- The servo itself has weight. The suit with the installed modification becomes heavier. Also, the installed modification adds +15 kg to the carry weight (exoskeletons give even more, because they have the second version of the servo). When installing and removing the drive, the condition of the suit (its wear) and its upgrades remain, so it will not be possible to repair it in this way. Also, in the presence and absence of a drive, the suit icon in the mechanic's menu changes (the frame is visible on the suit or not).
- To install and remove the drive itself, you need information (for removal and installation separately), which is obtained from flash drives. At the beginning of the game, the GG does not have information about working with drives. Total flash drives 18: 9 groupings removal + installation. Flash drives and sets can be found in hiding places or purchased from Shustroy for a tidy sum. If the information from the flash drive has already been downloaded, then the flash drive simply disappears and the PDA receives a message that nothing new has been found.


Information about joining groups in the Lost Path modification:

In the main menu, when choosing a character, players will have access to only one grouping “Loners” or “Stalkers”, whatever you want to call it. This is done from the position that you are nobody in the Zone, there is no way to call you, and you yourself need to earn a name for yourself and make your own history of your character. It will depend only on you which group you will fall into, what exactly you will do in the Zone and what it will lead to. Only you write your own story, YOU are the blacksmith of your own happiness.

Players will be faced with the question of the relevance of other groups and possible ways to join groups. Naturally, you can join groups and your path of the Stalker is not eternal. There are several categories of factions that you can join. They are divided according to the method of entry:

Reputation and your Name in the grouping. That is, you need to earn a name for yourself in the grouping of your choice, complete tasks and combat missions that NPCs will offer you. The more tasks you complete, the more you will advance towards joining the group. Now "from the street" no one will take you. This is the Zone, you need a reputation and a name here .. all of a sudden you are a mishandled spy for freedom and want to interfere with the plans of “Debt”? Naturally, this is a common example, but they are guided by this. It is worth remembering that not all quests will get you a reputation and you will have to sweat to get into your favorite grouping (or unloved, but desired).

Entry from the street. Let's call this category. The bottom line is that the group absolutely does not care who you are and what you are. You get there because some action took place and the group automatically accepted you.

Consider groupings of the second category:
Bandits: entry at low reputation, if the GG is a stalker. That is, you kill and rob your fellows, for which they expel you into marauders, bandits.
Stalkers: if you quarrel with bandits, they throw you back into stalkers.
Monolith or Zombified: when the GG is subjected to a strong psi-impact, he becomes depersonalized or zombified. The entry depends on the randomness, you can become either a Monolith fighter or a Zombified Stalker with a 50% chance.

In the rest of the groupings, there are tasks that must be completed in order to join. As soon as you reach 1000 faction reputation, you can ask to join the faction and, if you wish, you become a fighter of the desired faction. In this version of the modification (v2.2.3), joining the Ecologists is impossible, since the International Research Group (combat ecologists) and Clear Sky are available from the research groups, I think this will be enough for you.

If a player joins a faction for the first time, then he receives a recruit starter kit, which he will not receive when he joins this faction again. Keep in mind that you won’t be able to run through the groups, because by joining a group, you sacrifice your relations with other groups, this is a kind of tribute to joining.

You can also exchange the reputation earned on quests for some weapons (while this is in beta, in the future it will be possible to get everything from cartridges to artifacts and armor). How you spend reputation is up to you, but keep in mind that if you spend reputation, you may not have enough to join, use reputation as a bonus for good service in the faction.

If only one answer option is available to you in the dialogue “I didn’t find anything”, this means that your reputation is not enough to make an exchange, save up and come again. The key character of the YIG is Goofy, and for the Dark Stalkers it is Charon (a monolith who can help join the second direction of the monolith).


EXHAUST or PSI STORM
- flashlight not working
- NVD does not work
- if the actor is not in cover - zombification
- detector not working
- exoskeleton and servo not working
PSI emission:
- if the actor is heavily irradiated 100% transformation into a monolith, the zombie is now only through the ejection.
EXA and DRIVE:
- the use of machine guns, grenade launchers and gauss only in the presence of a worn exoskeleton or servo.

Experiences used:
LEX Addon, AI Additions, ASM 2.0, stason build 5.02, Lost Path v1.3 (not released), STCoP v5, OA 1.4.7

Thanks:
Zhene (MLR) for advice and help with quests and some scripts
Dima (SadBlackFox) for help and writing some scripts =D
To the guys from the LR team for their help

Additions, fixes to fashion
Yandex Disk:
https://yadi.sk/d/mNpsgn0X3KN9dG

Installation: unpack the client 2.3 into any folder and configure "Run.cmd" (sometimes ".cmd" is not visible) for yourself. 2.3 PR is optional. More details in the posts on optimization. Before asking a question - read the FAQ and posts on optimization. WinRar5 was used for packaging. If problems - update the archiver.

Since I am sawing the mod alone, I will not give up my hands.
Link to the VKontakte group: https://vk.com/lost_pafos
Download add. addons: https://vk.com/topic-130929322_35925134

Current version: 0.5.007
Platform: Call of Chernobyl 1.4.22
Mod basis: MLR 6.2 + EoC 1.7.6 LP Edition
Size: 18.91 Gb

Trainer / Trainer

Usage: Unpack the downloaded archive to any place convenient for you. We start the game, (minimize Alt + Tab) then run the trainer as administrator and press the keys of the options of interest.

Trainer functions:
Endless life.
Infinite Stamina.
Without radiation.
Endless ammo.
Infinite money - you have to sell something.
Super jump.
Super knife.
Maximum weapon accuracy.
No weapon recoil.
The weapon is always new - that is, it does not break.
Unlimited weight.

P.S: I don’t plan to update anymore - how much is enough, and then we’ll see! Yes, and we don’t use the cross on the cheat window, it unloads itself - this is not yet a completely finalized function. Do not forget to run from the admin - since the game is launched from him.
Archive password: mygamesrus
The file extension of the container.cpl - we do not pay attention to run as a normal .exe

Updated torrent to 0.5.007 version. All old files or original stalker files will not work. The repack is heavy, so it may not open immediately. If the original launcher gives an error at startup, then you need to run it again - the key did not have time to be generated.