United pack 2 list of weapons. Journey through the records

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

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

TEAM OP-2

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

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

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

DESCRIPTION

Key balance and gameplay changes

Difficulty levels

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

Carry weight and hamster

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

Artifact protection

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

Something about armor protection

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

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

Patches

PATCHES AND FIXES

Install in order

Writing a modification for a game is a very serious job, more often than not it is incredibly difficult or almost impossible. But there are games that are literally made to be modified. And this does not mean that in their original form they are bad - they just perfectly fit various kinds of mods and upgrades, which then delight the fans. Stalker is a game that is good in itself. There is enough action and stealth in it, you will have to strain during a tense chase, and relax while reading diaries. But you should never lose concentration, since even in the same diaries there is a huge hidden one that you can use in the process of passing. For "Stalker" there are already quite a large number of mods, some of which are universally recognized. One of them is "United Pak 2". This is more of a collection of mods, rather than one full-fledged modification, as there are too many changes made there. The creators of this mod boldly assert that "United Pak 2" is an independent standalone game that functions according to its own rules, lives according to its own laws and has little in common with the original. But what exactly is "Stalker: United Pak 2"? Walkthrough of this mod will definitely be hardcore, so those who are used to simple and casual games shouldn't even try.

"United Pak 2" - what is it?

As mentioned above, there is already a very large number of various add-ons created by fans to "Stalker". Some of them add new side quests, storylines, weapons, equipment, caches, characters, and more. What exactly is "Stalker: United Pak 2"? The passage in it is very different, but how? First of all, it is worth noting the off-scale realism of what is happening - this is exactly what the efforts of the creators were aimed at. When you play Unified Pak 2, you will be able to experience the oppressive atmosphere of the Zone most closely. You will have very little health, even fewer cartridges, and you will have to approach tasks incredibly seriously. The fact is that planning will now take up a huge part of the time, much more than the passage itself.

You can complete the task right away, but at the same time spend too many precious resources - the reward for completing it will not even pay off the costs, let alone any profit! Therefore, you will have to think a lot and with concentration about how you will act in a given situation, what you need to take with you, how to use equipment, and so on. In general, "United Pak 2" resembles a collection of all possible modifications in one - here you will find both a plot branch, and side quests, and a large number of new caches. And most importantly, it will all be in a hardcore atmosphere. So you do not have to relax for a second while you play "Stalker: United Pak 2". The passage can take a lot of your time, you will have to fight for your life in the most stressful conditions. Therefore, if you are not attracted by the transcendental level of difficulty and the maximum realism of what is happening, then you better try the original version of "Stalker" or even another game altogether. And now it's time to dive into the horrors of the Zone.

Walkthrough of the "Sniper" storyline

You have already understood what "Stalker: United Pak 2" is - the passage will be incredibly difficult, but it will take place in familiar locations. You will still need to penetrate the Zone, fight monsters and other opponents, look for different objects for different people - and in the process, untangle the plot threads. The most interesting episode in this modification is "Sniper" - this is an absolutely fresh and incredibly difficult campaign, which is not found in any other add-on from these creators. You will have to figure out who and why killed Andrey, why they shot at you and who this mysterious stalker is.

It should be noted that this storyline you will not be able to go through right away - it is divided into two parts, the second of which is much more difficult than the first. Therefore, in order to succeed, you first need to gain experience, get hold of good equipment - and then you can solve this riddle. She is not the only one in the game "Stalker NS: United Pak 2". This is a project full of various surprises that await you at every step. But you have already been warned - you need to take these steps in this game very carefully and carefully.

Search for hiding places

Passage of the game "Stalker NS: United Pak 2", in fact, as in the original version, in many respects consists of searching for various caches. It happens as follows: you receive a task from some non-playable character that you meet in the game. Next, you need to go to the specified place and find a cache on tips, and in it the thing that is needed to complete the quest. However, not all caches can be found in this way. For example, many of the most difficult places in which useful things lie can be found only on the tips left in the notes. When you find such a note, you are offered a text with a set of leads to the places where the cache you need may be. The mechanics here are as follows: as soon as you take this or that note, the cache is generated in one of the places indicated in it. And you need to methodically search all of these places to find the vault. This is an integral part of "Stalker", only in "United Pack 2" everything is much more complicated than in the original.

As mentioned above, you have much fewer cartridges, and everything that happens is close to reality. This is what makes the modification "Stalker: United Pak 2" different from the original. Immortality is the only way for players who are far from hardcore, go through this game. But along with this, all of her individuality and peculiarity is lost, so do not abuse cheats.

Journey through the records

One more distinctive feature games "Stalker: United Pak 2", which does not require immortality - these are exciting stories that are told throughout the game. For example, you can take the notes of a Chess Player, one of the most famous stalkers. At the very beginning of the game, you have the opportunity to find the first dictaphone on which you will hear the Chess Player's voice and his first recording, telling about his adventures. And further, throughout the game, you will find a variety of caches, notes and audio recordings directly, which will tell the story of this character.

Naturally, for people who are not familiar with the world of "Stalker", this approach may not be particularly interesting, but initially everyone was warned - this modification is the most difficult version of the game, besides, here you will find answers to questions to which other parts of the game do not answer in any way. Therefore, fans of the series will be very happy to try out the project "Stalker: United Pak 2". You can download saves for him on the net - in case you can't get through this or that episode, but don't want to spoil your statistics using cheats. Download the save game, upload it and continue exploring the world from the moment that interests you.

"Hamster" quests

Hamster quests are what many love the Stalker series for. Mod "United Pak 2" is also rich in these tasks, but some gamers may not understand what such a strange name means. In fact, behind all the oddities lurks banality - "hamsters" are those quests in which the player is instructed to bring a certain number of specific items to one person in order to receive a reward for this. So the player acts as a "hamster" - he collects a large number of objects and carries them to a given point. And for this he can get very useful things.

In the "United Pack" there are quite a few new "hamster" quests that will allow you to get hold of very important objects. They will contribute to the successful passage of the game, so do not ignore such tasks. For example, this is the quest from Yakut, in which you will need to collect six artifacts "Scalp Controller" and "Symbion", as well as three items known as Antizombin. He will bring you a good minigun, as well as an undefined chip, which can be very useful in the game "Stalker: United Pak 2". Cheats for the game can also help you, but they are best used only in the most difficult situations. We will talk about them further, and now it's time to get acquainted with some of the surprises that the creators have prepared for you.

Surprises from the creators

Most of the content in "United Pack 2" is repeated, that is, it is not the original game, but a combination of all the modifications that these creators released earlier. Naturally, there is also original content that was added exclusively to the game "Stalker: United Pack 2". The cheats have also remained the same, the weapons have been expanded, the number of characters has been increased, so do not think that this modification is a banal assembly of everything that came before it. In fact, there are even special boxes that the creators have hidden for the most attentive in various locations of the game. It is very difficult to find them, they are located in places where, under normal conditions, the player would hardly dare to look. But if you have a very inquisitive mind, and you are also serious about finding everything that was hidden for you, then there will be no obstacles in front of you. Naturally, you have to try, but the reward is worth it. For example, in a box located in the Quarry (you shouldn't give more information about its location, as this will spoil the surprise), you can find a powerful but lightweight rifle with an automatic target acquisition system, a large number of shells for a flamethrower, and a couple of artifacts.

As you can see, looking for such chests is definitely worth it, because it will give you a serious advantage in the game "Stalker: United Pak 2". The guide deliberately does not give you clear information about the location of the boxes. One has only to hint that the rest of the surprises should be looked for not in Jupiter, but in the Zaton - for example, on a burnt-out farm or in some anomalies.

More bonus stashes

You already know that the game "Stalker: United Pack 2" revolves a lot around finding various caches. Therefore, many of them can simply not be noticed, because the creators tried to make the task for the gamer as difficult as possible. Therefore, you should pay attention to the decoders that you can find on the Islands. With their help, you can go to a chain of caches that lead from one to another. First of all, you will receive a very exciting quest that will give you an unforgettable experience. But the most important thing is the contents of the final cache. There will be a lot of nice things, including a manual teleport to one of the locations.

By the way, it is about teleports that should be discussed separately, because they also play a huge role in United Pak 2. Caches are very important. But teleports also have their own degree of importance, which, however, lies in a completely different plane.

Relevance of hand teleports for the game "Stalker: United Pak 2"

Everyone remembers manual teleports according to the original version of "Stalker" - these are special items that allow you to instantly teleport to one or another location. In the original, these were useful things that could be used to save time. And if you had enough ammo and equipment, then you could go on foot through the Zone, shooting monsters and collecting useful loot. As for the "United Pack 2", then here teleporters acquire a very important role. Considering the fact that you almost never have enough cartridges, there is little equipment, and even less life, using the teleport is a real happiness. Therefore, each of them must be looked for in the first place and protected as much as possible. There are twenty five of them in the game, so you will have to try to collect them all, and you can not count on the fact that at the very beginning you will have access to all locations of the game "Stalker: United Pak 2". Saves may come in handy in this case, but again - this is a hardcore game, and if you feel that it is too difficult for you - do not waste your time, because this is its main highlight.

Cheats for "Stalker: United Pak 2"

For the "United Pak 2" modification, all codes remained the same, as in other versions of mods from these creators. That is, you install yourself a special mod for the cheat spawn, launch it, prescribe yourself absolutely everything you want - weapons, equipment, money, quest rewards, and so on. Thus, you make your life much easier, and this is especially true for such a hardcore mod as "United Pak 2". However, it is not recommended to use spawn for this particular mod, since its whole essence lies in realism and hardcore, and the use of cheats negates all interest. Therefore, if it's too difficult for you, try the original version of "Stalker" or another mod, and leave "United Pak 2" for those who are ready for brutal hardcore.

Using saves

There is another way to quickly complete the game - to use ready-made save. It's better than the cheats, but it still kills the atmosphere a little. Naturally, it's up to you, but it is recommended to play "United Pack 2" in the form that the creators offer you.

S.T.A.L.K.E.R. SoC OP 2 dsh mod 2018 PC RePack by SeregA-Lus Download via torrent

The long-awaited sequel to the most popular global mod for Stalker PM. All the fun in one bottle: Narodnaya Solyanka, OOP, OP-1, Chess player. Together. A bunch of new weapons, items, monsters, nepys, quests. There are more than one and a half times more new quests than in PM + NS + OP1 combined. Many quests are new, unique, and have no analogues to this day. High difficulty and cool hardcore throughout the game. For real global mod... Affecting absolutely all aspects of survival in the Zone. Completely different gameplay. OP-2 is a different game. This is another, yet unexplored Zone.

Year of issue: 2017
Genre: Action / Shooter / 3D / 1st Person
Developer: GSC Game World
Publisher: dsh
Publication type: Repack
Game version: 1.0007
Game version: 02/03/2018
Interface language: Russian
Voice language: Russian
Tablet: Sewn

Minimum system requirements:
Operating system: Windows XP / Windows Vista / Windows 7 / Windows 8, 8.1 / Windows 10
Processor: AMD Athlon (tm) X4
RAM: from 4 GB
Video Card: 1024 Mb / nVIDIA® GeForce ™ / ATI Radeon®
Sound Card: Sound device compatible with DirectX® 9.0c
Free space on hard disk: 16 GB

Description:
The following plots have been removed:
- Caches Arrow, Old Resident, add. tasks Bones and something else
- Volozar, Bad Contacts Sidorovich and the Professional
- Embryos, Music Caches, and Shadow of the Monolith killing
- Sniper and others like him
- Chess player
- Documents for Voronin
- Something else, the meaning of which boils down to an endless search for hiding places.
- Monolith Weapon

Now nothing depends on hamster tasks. If you want - do it. If you don't want to, don't do it. Among other things, they are given unknown chips, which Vasily buys up very well in the Swamps. And that's all. These chips are no longer needed for anything.

Changes:
In advanced video options, do not enable "Detailed bump".
Don't sell Playboy magazines, they'll come in handy.

Saves can only be done in certain places:
- next to burning bonfires
- in safe places where you can hide from the Blowout
or with a charged artifact "Guardian of Life", which is gradually discharged from each save and gradually charged back.

Economy changes:

Only artifacts that appeared after the Burst are of value.
In hiding places valuable artifacts can come across, and maybe cheap ones. In most other cases, artifacts obtained from someone are worth a penny. Cooked artifacts always cost a penny.
- The cost of all "natural" (see above) artifacts has been increased
The cost of mods has increased a lot, not to mention the absolutes from capsules.
- All trash trading has been moved to Vasily to the Swamps
Everything that Petrenko or, say, the Curmudgeon used to buy dearly, now only Vasily buys at these prices.
- Exchange of cartridges, etc. for artifacts - endless
But they change only to "natural" (see above) artifacts. And they don't change all the time. They change for a while, and then, for a while, do not change. And then they change again, etc.
- The longer in the Zone, the more random the appearance of artifacts after the Burst.
If at the beginning of the game, for example, on Cordon, after the Ejection, a random number of artifacts will appear, in the range from 2 to 4, then the further, the lower the first number. After some time, from 1 to 4 artifacts will appear, and even later from 0 to 4 artifacts. Those. it is likely that after some time, after the Ejection, you will not be able to find any artifact at any location.
- Artifacts scatter after save / load
If you load from save, then all the lying artifacts change their position. Hence the conclusion, went to the location for the first time after the Ejection, try to search it all without downloads, otherwise the artifacts not yet found may be where you have already been. But there is also a plus. When you go back, you can find the "lost" artifact.
I heard the stalkers chatted around the fire that when Semetsky dies, an artifact appears in the Zone. Tales I suppose.


Weapon Balance Changes:

Pistols have become more powerful (except for those with automatic fire mode), but slightly at a shorter range
- Sawed-off shotguns have become more powerful, but at a shorter range and have more dispersion.
- Weapons chambered for 12x70 are divided into 2 classes
Long-barreled hunting rifles in one class. They have maximum power and range. But double-barreled guns are a little more lethal than the rest.
In another class, weapons with automatic fire or magazine-fed or high rate of fire. They have a slightly shorter range and power.
Zhekan has become a much more effective ammunition. The very thing, against mutants.
- Weapons chambered for 9x39 are no longer super weapons. This is a special-purpose weapon and it makes sense to use it only in some specific situations. Remember that the 9x39 is a subsonic cartridge. I would not use this weapon to shoot at targets further than 100 meters. And all sorts of Voronin's vintorez and paratroopers are no different in this regard and magical properties that allow them to shoot for half a kilometer, do not have.
- Muzzle velocity of a 7.62x39 caliber bullet is less than 5.45 or 5.56
There are no exceptions to this. Now decide for yourself what is more important to you in this particular case, more damage at a shorter distance or less damage at a greater distance. In addition, I admit a situation where, at the same distance, a bullet of 5.45 or 5.56 caliber will store more energy than a 7.62x39 and cause more damage.
- Assault rifles caliber 7.62x51 are located between assault rifles caliber 7.62x39 and sniper rifles caliber 7.62x51. Those. are slightly better than the former and slightly worse than the latter.
- All weapons are divided into classes and within the same caliber and class, they do the same damage, plus minus trifles due to small and insignificant differences in the muzzle velocity of different barrels. The difference within a class is only in accuracy, sounds, animations, etc. It is by these parameters that you choose your weapon. Don't worry too much about accuracy either. With careful aiming, it will also be the same - absolute.
By classes, I mean the following. For example, AK 104 and AKM. Both use 7.62x39, but the first is shorter and the second is a full version. As a result, the first has an initial bullet speed of 670 m / s, and the second has 735 m / s. At a distance of 50 meters, both will deal the same damage. And at a distance of 150 meters - different, roughly speaking. As a result, they belong to different classes. And so for any caliber. Shortened barrels will be in a different class than full barrels and will always have a lower bullet velocity, no exceptions. There are no so-called fantasy unique ones. If it is 7.62x39, for example, then the muzzle velocity of the bullet will never be 900 m / s.
All this, described above, I have done in attempts, if not to get rid of, then at least to even out the bias of the OP-2 towards the weapon under the caliber 7.62x39. And by the way, now you can buy 5.45x39 cartridges from Adrenaline and Petrenko. This caliber is no longer an outcast.


A quick reference to the added control buttons:
- on the side numeric keypad
0 - take off / put on a helmet / mask / gas mask (if any)
2 - toggle alternate pistol slot
5 - drop the backpack to the ground
9 - remove / put on the optical sight from the belt

Read more in the changelog below.
Changes compared to OP-2:

In the game settings, you MUST reassign the keys for NVG, reminders, accelerator, quick save and flashlight.
- Costumes that should heal now actually heal.
- Artifacts that affect GG's hunger now really affect him.
- For weapons with a night sight (SVD Owl, for example), the NVD does not automatically turn on.
You need to turn it on manually.
- In order for the NVG to work, it must be transferred to your slot.
- There is a slot for artifact detectors.
- The carrying capacity of all suits depends on their condition.
More wear - less payload.
- Changed the third upgrade of SKAT-15.
Additional +30 kg. the weight to be carried appears only when overloaded and the presence of the Black Energy artifact on the belt. Without it, the carried weight will be the same as the second upgrade. With increased load, i.e. when this additional 30 kg begins to be used, Black energy begins to be wasted at the rate of 2 hours of continuous weight transfer. If add. weight is not used, then Black Energy is not wasted.
The SKAT-15 has an automatic treatment control panel. You can turn off / on automatic healing completely or separately: health / bleeding / psi-health, radiation and stamina.
- Artifacts on the belt can be discharged and lose their positive properties
The idea of ​​this mode came to my mind when I realized that the same artifacts had been hanging on my belt for a hundred playing days. As I hung them once, so they are all used. And I suppose, until the very end of the game, I would have been protected by these same artifacts. Those. they take on the hits of bullets, fragments of grenades and explosions and whatever they want. Nope, it doesn't work that way. And then the thought came to me that let the artifacts have the ability to absorb a certain amount of the energy of the influences from which they protect. Ready. The artifacts on the belt will gradually discharge, neutralizing the harmful effects. After a full discharge, the artifact will lose all its properties. He will no longer protect from anything, but he will not harm either. The amount of maximum absorbed energy depends on the level of difficulty. The more difficult it is, the less.
- Vodka blocks psi effects
Pre-drunk vodka completely blocks the psi effect within a minute.
- Artifact "Carapace", on the belt, protects the armor from damage
- To use repair kits, you must have something in your inventory for disassembly.
This something must have a condition of at least 15%. The amount by which the item will be repaired depends on the condition of the item being dismantled, but always at least 10%.
- To cut off a part of the mutant, you must have a knife not in your backpack, but in your hands.
And in order to search the body of the Nepis, on the contrary, your hands must be free.
- Sounds of cutting off spare parts of mutants are included in the AMK options
- To operate the NVD, you must have a battery on your belt.
The accumulators are sold by Sakharov. They can be recharged using the "Black Energy" or "Battery" artifacts. Different night vision devices with different speed waste battery power. The better the NVD, the faster it discharges the battery.
If the GG has an exoskeleton with batteries, then a separate battery is not needed. The ones in the exoskeleton are enough.
- When running and climbing stairs, hunger increases
- Hunger and health affect running speed and fatigue.
- When the sight is off, you can take pictures in the zoom mode.
- The repairman can be paid more, instead of giving the weapon of the same caliber.
- Blowout destroys artifacts that were generated by the last blowout.
Of course, we are only talking about artifacts lying on the ground.
- "Magic" backpacks
They are "magic" because everything that is supposed to be in them ceases to exist from the point of view of the game. Those. does not consume scarce identifiers and memory. You can at least put the entire collection of weapons in such a backpack, right in the Bar, and no lags and flights from memory.
You can write in Russian in the search bar. The language is switched by pressing and holding the left Alt + pressing the left Shift.
Putting a beacon in such a backpack, you can leave your text, which will be visible on the map.
- Fast switch telescopic sight
Having on hand a weapon for which the installation of an optical sight is provided, you can do this without opening your inventory. The sight must be hung on the belt in advance and at any time by clicking on the add. the numeric keypad 9, the scope will be dressed. Or, on the contrary, it is removed if there is a free cell on the belt, where it will be placed.
Weapons with integrated optical sight, also in this way you can switch between an optical sight and a front sight or a collimator sight. Only you don't need to hang anything on your belt. It is enough just to press 9 when the weapon is in hand. Attention! At the moment this only works for:
- Modified VMC Kalter
- You can put any artifacts in containers, not just radioactive ones.
Let me remind you that the artifacts of the last and penultimate modification levels, during the ejection, can deteriorate and degenerate into Cobblestone. So, if these artifacts are dear to you, store them in containers.
- Anomaly detectors now signal them with sound only.
- Restored micro-quests for the destruction of mutants
During the game, if you receive an SMS like this:
At the cemetery of abandoned vehicles at the Dump, a bloodsucker tore up a group of bandits. Everyone be careful.
This is an example of one of these SMS, they are different. So, keep in mind, there is a possibility that in the described place there will really be a mutant and for his destruction it will be possible to get a small reward from the Barman or Sidorovich. They will have a dialogue, something like "You left something for me."
- Radios with screaming music can be turned off and on
- The flashlight now has two modes of operation: near and far.
Modes are switched by pressing the flashlight button again.
- When you start brewing artifacts, you can do anything:
save, load, go to other locations. There are no restrictions. The cooking result will be in the same place at the right time. But we must not forget that the release of some artifacts can destroy / degenerate, and stalkers can pick up artifacts.
- Only those mutants who were killed by the GG have parts of the mutants.
You don't even need to search someone else's prey, nothing will be there. But you can redeem it from the Nepis, who killed the mutant.
- Only those corpses who were killed by the GG will have things.
If the NPC was killed by another NPC, then all the things of the first will be with the second. :) If the Nepis was killed by a mutant or an anomaly, then nothing will happen. I will clarify. There is a small chance that things will remain in someone else's corpse. The higher the difficulty level, the less this probability.
- Silencers in 5.45x39, 5.56x45 and 7.62x39 calibers slow down the bullet.
This leads to the fact that the bullet flies a shorter distance and in a steeper trajectory. That is, when shooting at a long distance, you need to take a correction for the height. And it is better, when shooting at a long distance, not to use a silencer at all.
- The release restores the population of mutants in the Zone.
Including if you are going to go on a hike after the release, get ready.
- Manual teleports work a little differently
There is no mythical teleportation center, which means there is no one to withdraw money from the GG. And there is an unexplored phenomenon of teleportation, which somehow works in the Zone. Empirically, it was found that the teleportation process is triggered by a certain impact on certain artifacts or their parts. To start teleportation using a manual teleport, unless otherwise stated, you need to place two artifacts on your belt. " Moonlight". There are no restrictions, such as weight or enemies nearby. But I would think twice before getting headlong into this unexplored phenomenon of the Zone. The jester knows what will happen there. :)
- Monolith amulet now works
In the presence of this amulet, all monoliths of our GG ignore, regardless of the reputation of the GG. But only as long as the GG does not injure or kill one of them. After that, the amulet will cease to perform its function. In a few days, the Monolithians will forget about it and the amulet will work again.
- Overload is now greater
From above, you can load as much as 70 kg. and crawl slowly and swaying.
If you need to quickly get rid of the overload and regain your mobility, you need to press 5 on extra. numeric keypad. This is an extra backpack reset. Then you can pick it up and the whole load will return to your inventory. If the backpack is dropped on the go, the vodka may break. It is better to stop and only then drop your backpack. For all this to work, i.e. resetting the backpack, the inventory should contain something that will be reset, i.e. empty backpack.
- The mark of random geocaches on the map has changed
This is now the circle that contains the cache.
- Returned the quest with the safe to its original form.
There is no more Shadow Brother of the Monolith with his troubles.
- Now all monoliths are neutral with mutants, not just tanks.
- The sight PSO-1 has an illumination of the aiming reticle
It is switched on by the NVV button, in aiming mode. You need a battery.
- The "Feather" artifact increases the carry-over load by 20 kg.
- The assortment of merchants is updated at a random number of hours.
There is no point in doing a save-load in order to knock out something there. Come back later.
- A slight decrease in the number of friezes in some locations
This optional setting is included in the AMK options. It is called "Locations Antifreeze". Enabling this option reduces the number of friezes at locations: Bar, Army warehouses, Dark valley, Landfill and Agroprom. Unfortunately, memory consumption increases and a crash due to insufficient memory is guaranteed after about 3 hours of play.
- The plot of the search for the Black Doctor's exoskeleton will begin after the end of the plot Of the Dead City... The wolf will send SMS.
- Energy drink is now "inspiring"
The drunk energy drink restores stamina for some time, speeds up the run a little and slightly increases the jump. Run
and the jump increase for a very short time, just to jump to some kind of plot cache. Endurance is restored only in the presence of overload, during the entire duration of the action. For the first can - within an hour and a half, the second - within an hour, the third - within half an hour. At the end of the duration, a short post-effect occurs. Subsequent cans have no effect. The drink counter resets after sleep. In the process of action, the energetic will want to eat more. If you drink several cans in a row, then the effect of restoring stamina increases proportionally.
- The crosshair is forcibly disabled at all difficulty levels, except for the beginner.
- Detonators do not work
Explosives can be thrown to the ground and detonated with a shot.
- When disassembling with Le Havre, it is not necessary to go to him naked
All stolen goods will then be returned by Yakut in full.
In the final dialogue with Gavre, you will have a few seconds to retreat before these gavriks start firing.
- Artifacts are beating
No gloves or suits will allow you to avoid this. The armor compensates for the force of the blow, depending on its protective characteristics. No more.
Advice. Before grabbing an artifact, make sure there are no enemies nearby. And the weapon is better removed from the hands.
- Don't look for the Shooter's teleport in the Sarcophagus
It is not there. He is nowhere to be found. Generally. As well as other arrow teleports.
- Weapons with an attached silencer wear out faster
Including before you attach a muffler, think, but it is really needed now. Well, if necessary, then prepare for the repair.
I will notice. All this applies only to weapons with a removable silencer.
For the nerds. You don’t need to tell me that in reality the muffler itself wears out, not the weapon. Go play reality.
- If you reload a weapon while running, you can drop it.
- Hood masks / gas masks / helmets are no longer disabled in the settings,
but the mask / gas mask / helmet can be (virtually) removed by pressing the 0 button on the side numeric keypad, and put back on using the same button. You can walk like that all the time, with the mask removed. But keep in mind, in this case, the armor does not protect against radiation and telepathy. And any hit in the head will be the last. Including I advise you came to the base - you can take off your helmet. We left the base - it is better to put on a helmet. Zone all the same.
- The BH exoskeleton does not have a built-in anomaly detector
Use an external detector as usual.
- Slow healing
Health regeneration and radiation reduction are no longer instantaneous. This process takes about 10 seconds. If you take a weaker first aid kit during this time, it will be wasted. If you accept the same or stronger one, then the previous treatment process will be stopped and a new, stronger one will start. And one more feature is that the treatment can be started in advance and, so to speak, for future use. For example, you can take antirad in advance and get into some kind of radiation. While antirad is active, it works as a powerful artifact that removes radiation.
- Isomorph detector does not display artifacts on the minimap
It notifies about artifacts only by sound signal. Its difference from simple detector artifacts in that it recognizes not only artifacts, but also isomorphs.
- Unlikely to weld a fully charged artifact
Almost all welded artifacts will be of varying degrees of strength. The charge of artifacts depends on how many artifacts were brewed before, i.e. from the experience of the GG. The more artifacts he has already welded, the more charged artifacts he can weld.
At the same time, the degree of discharge also depends on the number of brewed artifacts. The more they are in the cooking process, the more discharged the result will be. To get the most charged artifact, you need to wait a day from the last brewing and cook one artifact.
From this it follows that artifacts generated by the Burst will have a 100% charge. Including go and find it.
- Absolute artifacts do not lie on the ground
Such artifacts are enclosed in a capsule that can be taken to Sidorovich, Barman or Sakharov, so that they would get the artifact out of it. Keep in mind, the capsule is extremely radioactive, incl. you need to transfer it in a container for one artifact. It is not necessary to take the capsule out of the container, they will take it out by themselves. Capsules appear after the Burst in the northern territories: on the Radar and beyond; or in distant territories such as Limansk, Krasniy Les, etc.
- Cigarettes and cigars restore some psi health, just like vodka.
Vodka recovers less, cigarettes and cigars more.
- To get a good night's sleep, you need to remove weapons from the slots, throw off your backpack, remove your armor and go to sleep for 8 hours.
- Another psi-health can be restored by looking into the fire.
You need to sit near the fire, closer, and look into the fire. After a couple of seconds, psi health will begin to improve.
- Bloodsuckers and cats are afraid of a knife.
As soon as they see the knife in the hands of the GG, they skiddle around. Only they are blind and they notice the knife at a fairly close distance.
- When aiming, body position affects accuracy.
Sitting down, shooting will be more accurate than standing. And in full squat, even more accurate.
- Exoskeletons require batteries to operate
Two charged batteries should be worn on the belt. In their absence, it will be very difficult to walk in the exoskeleton and there will be no extra. carried weight. Batteries drain faster when running and overloading. If the GG stands still, then they are not discharged at all.
If there is no more on board than the maximum carryable weight of a given exoskeleton, then less energy will be spent than in any other suit that does not have an exoskeleton. With a few exceptions.
Batteries can be bought from Sakharov or exchanged for discharged ones for charged ones from the Assistant Professor, with a surcharge. Don't be confused, Sakharov sells two types of batteries. For exoskeletons, only special, large and yellow ones are suitable.
If you have an exoskeleton and charged batteries, you don't need a small battery on your belt.
- Armor masks gradually get dirty
Flasks with water are used for wiping.
- Alternative pistol slot
Pistols and shotguns can be placed in two slots. In the inventory, they are located next to each other. The left one is the main pistol slot, the right one is the alternative. The main pistol slot is controlled, as usual, by the 2nd on the main keyboard. The alternate pistol slot is controlled by the 2 on the additional numeric keypad, which is usually located on the right. In any of these slots, the weapon is dragged with the mouse.
To keep the saves working, the artifact detector can now be placed either in an alternative pistol slot, where it is installed by default, or you can drag it with the mouse to an alternative slot located under the binoculars.
- The flashlight is battery operated
Batteries are sold by Vasily, Sidorovich, Barman and Sakharov. To charge the flashlight, you need to "eat" the battery. The high beam will drain the battery faster than the low beam.
- Gravipushka creates anomalies only from real artifacts.
Artifacts do not form anomalies.
- Hamster requests no longer create tasks in the PDA
Who needs it, take screenshots of the dialogues or see the lists of required items in the OP-2 Guide.
- The panther who died on the Cordon can be revived by the ZhS.
This can be done only until the Panther's father deals with Nix. After this moment, there will be no one to revive.
- Artifacts that accelerate the body's regeneration or the rate of endurance recovery, accelerate the onset of hunger by the same amount.
- Sleep is used to recuperate, not to rewind time.
If the GG is not tired enough, then he will not want to sleep. You can increase sleepiness by drinking vodka. If the energetic is still acting, then you will not be able to fall asleep until the end of its action, even if you are already seeing double in your eyes.
- Simple artifacts have 5 gradations of characteristics
"Red" artifacts do not have their own positive characteristics and only have negative characteristics. "Green" artifacts do not have their negative characteristics and only have positive characteristics. There are three intermediate stages in between.
The brewing of such artifacts depends on the number of brewed artifacts in the past, i.e. from the experience of the GG. The more artifacts of any kind have been brewed, the more positive artifact can be obtained.
The release degrades the properties of such artifacts if they are not hidden in the artifact container.
- Food and most parts of the mutants gradually deteriorate
Completely spoiled food and parts are not accepted for cyclical tasks, for exchange, and they cannot be used to cook artifacts. Can be sold or dropped on the ground - the Zone will clean up.
- The volume of all boxes is limited
Without restrictions, you can fill only "magic" backpacks with swag. In all other cases, excess items will be pushed back into the inventory, with acc. by the comments of the YG.


Installation:
01. Run exe file
02. Install following the instructions
03. Play

Repack features:
Nothing cut / Nothing recoded
Game version: 1.0007
Mod version: 02/03/2018

Owners of Windows 7/8/10, if User Account Control (UAC) is enabled, run the game with administrator rights.
If saving in the game does not work, then run the game with administrator rights.
If the game won't start, we try to delete the user.ltx file from the userdata folder in the root of the game.
Do not put the repack on drive "C" (where Windows is)
Owners of Windows 8/10, if the mod crashes when starting the mod, put compatibility with Windows 7 in the shortcut.

The repack has been updated. mod updated on 02/03/2018.
Size: 6 GB
Author Repack "SeregA-Lus"