Stalker weapon pack Call of Chernobyl. Minimum System Requirements


Call of Chernobyl: weapon pack preferences

Okay, from personal experience from those who have tried both packs....which pack would you choose over the other, and why? STCoP Weapon Pack, or the Arsenal Overhaul?

I"m curious to see which fellow Stalkers prefer.

Showing 1 -15 of 18 comments

I notice these things.

More weapon, ammo and consumable variety
- High damage, high accuracy weapons.
- Ammo is scarce in trader inventory requiring save and reload for more than 1 mag.
- AI is laser accurate on full auto fire.
- Shotguns > everything else in CC mostly, because buckshot has AP value. Slugs worthless.
- Decent sounds and good animations.

Less variety with weapons (unless you count variants) and less ammo variety.
- Less deadly weapons and accuracy. Mutants are bullet sponges because of this.
- Traders have better stock of items and ammo.
- AI accuracy is more realistic, no full auto laser beaming.
- Shotguns are less OP due to ammo damage and AP values.
- Great sounds and good animations.

I like AO better but it requires some extra tweaking of the files to get things perfect.

Tweak buckshot to not have AP capability.
- Tweak weapon spread for AI so they can be laser accurate while firing full auto.
- Tweak trader inventory to have more ammo.
- Take sounds from STCoP and put them in AO where possible.
- Increase k_pierce value for AP ammo so they pass through wood and thin metal effectively. This makes rounds actually do damage after passing material. Very fun with the 50 cal sniper and MGs as you can just pepper a weak building and kill the occupants.

Im forgetting some things but yeah, much fun with AO and some fun with STCoP IMO.

As someone who prefers STCoP I disagree with quite a few of your statements. AO, last I tried the CoC version (I think is the most recent one), had major damage value issues, to the tune of requiring a full mag to drop some targets, from an assault rifle.

As for the STCoP pack, while there are less weapons, most of them make sense to find in the zone, with very few being truly out of place. You don't really have many exotics in STCoP, and most of them are nigh-impossible to get without access to Nimble or extreme luck in drops.

I find the weapons to be a good balance. If the guy is wearing reasonable armor, 5-6 shots to the body from rifle calibers, usually one in the head. Monolith seem to have more health, but then they are sorta supposed to be fanatics, so, whatever.
I"d say if anything, pistols are too powerful in CoC, especially the .45 caliber.
The only mutants that are truly spongy are chimera and Psuedogiant, the chimera tending to take 2-3 mags from a 5.45 AR, and a psuedogiant taking ungodly amounts of damage.

Shotguns in CoC are beyond lethal if used right, with appropriate tactics. It"s actually pretty easy to clear out pripyat itself with a sawn-off over under, let alone if you bring something like a vepr, saiga, or the usas that nimble has. Enemy has armor? Use da slugs. Or spray at head level. Even an exo guy will usually go down with a couple of buckshot rounds in the face.

Traders have more ammo for most calibers. Usually 60-120 rounds for common rifle rounds, 20-40 for heavy rifle rounds and shotgun shells, 50 for pistol rounds, and 5-10 for the exotics.

The ai accuracy is A New Hope stormtrooper level in STCoP, which is admittedly better than laser accuracy on full auto. No joke, if you are running around at close quarters, they can empty entire mags at you from less than 10m and miss almost every shot, which makes sense for rookie stalkers, but experienced ones it just doesn't make any sense. Which makes the mid and long range accuracy of the ai sorta strange, as they can drill you pretty good at range and if you are standing still.

Yeah, the damage issues were, well...an issue. Which is why I went to find a mod that made damage somewhat more reaslistic. I think I"ll try both mods. I"ll play a few hours with each over the coming weekend. ^^
supposedly there is going to be a combined weapons pack released once CoC 1.5 comes out. I hope there is, because even if the balance in it is messed up, the community will surely fix it. Hell, if it came down to it, I"m not opposed to spending a day fixing it.
I guess I"m kind of a glutton for punishment, when it comes to damage. I mean, I hate it when the AI ​​can "360 noscope" me, as the kids say, with a shotgun, that"s unfair, but I do like the enemies to be genuinely threatening, instead of trading clips of ammo into each others chests like a pair of roided Rambos, ya know?
vanilla STCoP damage values ​​are pretty good. Even with a fully upgraded exoskeleton, a couple of rifle rounds (5.56 or better) will make you require a medkit, god forbid you get hit with 7.62, 9x39, or .338 lapua.
I stand corrected. My experience with STCoP is much older than AO and it seems things have changed. I just pulled those two mods fresh off the CoC addon list and notice this:

STCoP buckshot:
:ammo_base
k_ap = 0.35
k_disp = 4.82
k_dist = 0.24
k_hit = 0.07
k_impulse = 0.35
k_pierce = 0.35

AO buckshot:
:ammo_base
k_ap = 0.0
k_disp = 5
k_dist = 0.5
k_hit = 0.8
k_impulse = 0.6
k_pierce = 0.0

Exactly the opposite of what I said is true here lol:P

I didnt bother checking actor damage multipliers but it seems some of the things I used to tweak out are now implemented or were not the case 1st place. Not including certain variants, AO has 104 weapons and STCoP has 102, each using vanilla weapons in their lists as well. I notice STCoP also has some nifty custom upgrade trees for weapons and the sounds are tastier imo.

Still, AO has more weapon and ammo variety because so many of the weapons use different calibers/types of ammo and each caliber has at least 2 ammo variants and they all make a nice difference. I quit playing CoC because stopped emissions triggering properly and broke immersion but perhaps i should just grit my teeth and try it again with latest STCoP and see how it feels now.

I"ve had emission errors every now and then, but not game-breakers, for some reason. I"ve even had the infamous "no alarms or alerts" emission before, and had no issues. None of the instant deaths on load or other crap like that. Then again, most the people who mention that also admit to going outside after the emission starts.

The developers of the popular series of games about stalkers decided to go further and created a global mod that includes three main parts of the legendary game. Now you can see thirty-two populated locations where other stalkers, mutants, various groups, camps and secret stations are located. You will meet your favorite guides, with whom you will now be able to communicate at any game location. In front of you will now be a global map on which you will see the dislocations of your gaming opponents. In the game Stalker Call of Chernobyl, the torrent of which can be downloaded for free on our website, you will encounter new anomalous phenomena in the Zone.

Story line

The plot of the game will unfold in new locations of the Zone, each of which is marked on the map. Here now you need to apply your strategy and tactics, because each territory is populated as much as possible with a variety of characters. In the game you will be able to find new weapons, armor, associates for yourself and receive new tasks from your familiar characters and guides, each of which will need to be completed in new locations. Another explosion occurred at the Chernobyl station, the zone is contaminated, so it is impossible to do without the help of the allies. You will also see repair stations in the game, and you can use vehicles to carry out secret missions. And the Monolith group has become even more dangerous in this global fashion.

Gameplay of the game

Old and familiar characters are present in this mod, including the Doctor and the Forester. You can interact with them on an interactive level. New classes of mutants also appeared in this mod. These are even more aggressive creatures that you should be wary of. In the game you will also be constantly engaged in research activities in underground bunkers. The number of weapons and armor has increased, so use modern, modified weapons and use hints on the global map, which you will need to constantly study as the game progresses. You can download Stalker Call of Chernobyl via torrent for free on our gaming website. So explore all locations to find new useful artifacts there.

Special facts

There is no plot as such in this mod. You can play in the game for any group, even for zombified monsters you have the opportunity to play. But at night, dangerous mutants will constantly terrorize stalkers, so at this time of day you need to be extremely careful. And many more innovations await the user in this expanded game add-on.

Features Stalker Call of Chernobyl

  • Large-scale addition. In this game you will see plot improvements that are taken from the three main parts of the exciting shooter about the anomalous Zone.
  • Vehicles. You will be able to take military equipment at your disposal, but the helicopters have been significantly modified. Now they patrol every location of the infected territory.
  • Air emissions. At each level of the game you will see new radiation anomalies, and also beware of special installations that emit dangerous energy.
  • Mutant classes. Now dangerous chimeras have appeared in this mod, which are fast, agile and very dangerous for your character and his team.
  • Weather. The climate in the game changes, so watch out for changes in the weather, they also pose a danger to your game hero.
  • Graphic effects. The graphics have been improved, the vegetation and forests are amazing - the developers have done a good job here. And the characters themselves now look realistic, and before each stage you will watch video clips.

On this page, using the button below, you can download Stalker Call of Chernobyl via torrent for free.

As I said in the review of the mod, Call of Chernobyl is massive and not entirely beginner-friendly, which is why the desire to explore the Zone is frustrated by the difficulty of survival. In this article, I'll provide you with ways to make the game easier, work around some of the gameplay glitches, and generally play the game the way you want.

These tips don't have to be followed as some of them may be considered exploits, but my job is to give you the information and how you use it is up to you. These are not cheats, this is not a spawn menu, so all of the methods mentioned below maintain interest in the game to one degree or another.

1. Basic and advanced gun tools(Gunsmith toolkit & Advanced gunsmith toolkit). One copy is required for each technician. Basic weapon tools are found in various hiding places, easily bought from merchants, and generally obtained quickly. The improved instrument is so rare that I have not yet found one. Theoretically, it should also be sold in stores, but I didn’t find it anywhere. Fortunately, you can do without tools at all (see below).

Forester from the Red Forest repairs and improves weapons and armor no need for tools And no time investment, but at slightly inflated prices. True, we still have to get to it, but this is already the tenth thing. But now there is always a reason to visit the old man!

2. Finance. There is a sure, but rather slow way to earn an arbitrary amount of money. It includes the merchant Owl from Zaton and a certain number of artifacts. If you remember, in Call of Pripyat he could sell a Gauss rifle and immediately buy it back, and at a profit for himself. In Call of Chernobyl it works exactly the same way, but, in addition to the rifle, it also includes body parts of monsters, as well as some artifacts. I will give an incomplete list of the latter with names, spawn location (if defined) and profit from one purchase and sale:

– Droplet, spawn in fire anomalies (100 rubles)

– Thorn/Thorn (100 rubles)

– Slime (100 rubles)

– Crystal thorn, spawn in chemical anomalies (250 rubles)

– Slug/Slug (250 rubles)

– Spring, spawn in electrical anomalies (500 rubles)

As it turns out later, the same trick can be done with other merchants, including regular sellers of Debt and Freedom. Moreover, these guys pay twice (!) times more. So seven Springs and a couple of minutes of buying and selling will lead to enrichment in unrealistic amounts. Which, by the way, will be needed - repairing the pumped-up but broken Liberty exoskeleton will cost up to 200 thousand rubles.

IMPORTANT! During cunning financial scams, you need to be extremely careful with saving and loading. If you load when the artifact is in the inventory, for example, of Owl, then it will disappear, since the merchants’ goods are completely updated after loading.

3. Artifacts. Again, Zaton. It’s easiest to farm artifacts there if you set emissions every 6-12 hours. Stalkers have forgotten how to climb anomalies, so everything that was born on the spot remains there. But due to the lack of achievements, artifacts do not appear so often, especially for rare specimens.

Compass is located where we found it on the quest from the forester - in the Red Forest, in the mine, right on the table. Heart of the Oasis I have not found it, although it should exist.

4. Shootouts. Try to set monsters against stalkers, including neutral ones. One pseudo-giant can destroy a full-fledged squad of mercenaries of five comrades, two of whom are masters in exoskeletons. Why, a couple of rats can bite an NPC to death, since stalkers almost never hit small opponents! Before my eyes, a citizen in an exoskeleton was eaten to death by three impudent jerboas. The exceptions, of course, are quest characters to whom you have not yet completed tasks. These need to be protected. The rest can go to feed land fish, yo-ho-ho and a bottle of “Cossacks”! It’s a shame, of course, for the masters who reveal themselves to small rodents, but that’s their problem, but their loot is yours. If, of course, you can handle the rodents yourself. On the other hand, if three jerboas are a problem for you, then you don’t deserve good loot.

5. Gauss rifle. You won’t be able to find it just lying there, and neither will the cartridges for it. They are not sold by any dealer. Theoretically, it could be sold by Monolith traders, but this is only theoretical. But there is still a rifle in the game, and it is quite possible to farm it. The first time I came across her was in Limansk, near the passage to the Hospital. The levitating Monolith sniper was armed with it (don’t ask, I’m shocked myself), and they managed to knock it out the second time. The second copy was found in the Hospital. The third and the rest are in the northwestern part of the Chernobyl nuclear power plant.

The latter is the place where you can farm it. Where the exit from the Monolith control room is located, monolith units will periodically spawn. They are heavily armed, have G36, RPG-7 and 9x39 guns, while the Gauss rifle is rare, but accurate. If you manage to kill the comrade carrying it, then the full clip is yours. To the east of the farm site, by the way, there is an exoskeleton. Its location is also indicated in the picture:

Other tips and interesting facts:

– Being a stalker, Sultan can be easily killed. He has the Nighthawk, a pretty rare weapon, and everyone else doesn't care about killing. Yes, you can now run around with weapons in Skadovsk. Just like in Yanov.

– Technicians perform manipulations with several things not in parallel, but one by one. And if there are more than three or four things, then the total time is multiplied by a modifier, which increases from the total amount of work and, possibly, its complexity. So, having handed over four machine guns for repairs and one armor for pumping, be prepared to wait many times longer. Up to several hours. It took me two hours to repair one pistol in Skadovsk.

– Laboratories, dungeons and other basement areas are much less populated than in the original games. Let's say that in the laboratory with Megamind there is not a single enemy at all. The loot, however, is also meager - Beryl-5m, and that’s all.

– To increase the duration of a run, you can use not only energy drinks and artifacts to increase endurance, but also the drug “Hercules”. Endurance recovery depends on what percentage remains before the maximum weight load. “Hercules” pushes the load bar back by 20 kg, thanks to which even with a load of 80 kg you can achieve endless running.

– The most valuable monsters in terms of loot are controllers; their arm/brain costs 500 rubles apiece from almost every merchant.

– An RPG-7 with a pair of missiles lies in the weapons depot inside the Volkhov air defense system, the door there is open initially. The “Veles” detector is bought from merchants-scientists; I have never seen the “Svarog”, although it should be there. Finding “Veles” while playing as a stalker and without visiting scientists is quite difficult; it is only found among zombies in exoskeletons. As, by the way, is a machine gun.

– Grenades for under-barrel grenade launchers are very rare, merchants almost never have them, and neither do they have them in hiding places. It's no joke, missiles for RPG-7 are easier to find!

– Anti-personnel butterfly mines can be placed in a quick slot, as can first aid kits/bandages/drugs. They activate 3 seconds after installation and are good for luring out opponents, although they are not as effective as we would like. At first, I recommend having two or three in stock, since they weigh a lot, but it will be easier to remove the tail from a pair of mutants.

The Call of Chernobyl mod is massive and not exactly beginner friendly, making the desire to explore the Zone dashed by the difficulty of survival. In this article, I will provide you with ways to simplify the gameplay, work around some gameplay flaws, and generally play the way you want.

These tips don't have to be followed as some of them may be considered exploits, but my job is to give you the information and how you use it is up to you. These are not cheats, this is not a spawn menu, so all of the methods mentioned below maintain interest in the game to one degree or another.

1. Basic and advanced weapon tools(Gunsmith toolkit & Advanced gunsmith toolkit). One copy is required for each technician. Basic weapon tools are found in various hiding places, easily bought from merchants, and generally obtained quickly. The improved instrument is so rare that I have not yet found one. Theoretically, it should also be sold in stores, but I didn’t find it anywhere. Fortunately, you can do without tools at all (see below).

Forester from the Red Forest repairs and improves weapons and armor without the need for tools and without wasting time, but at slightly inflated prices. True, we still have to get to it, but this is already the tenth thing. But now there is always a reason to visit the old man!

2.Finance. There is a sure, but rather slow way to earn an arbitrary amount of money. It includes the merchant Owl from Zaton and a certain number of artifacts. If you remember, in Call of Pripyat he could sell a Gauss rifle and immediately buy it back, and at a profit for himself. In Call of Chernobyl it works exactly the same way, but, in addition to the rifle, it also includes body parts of monsters, as well as some artifacts. I will give an incomplete list of the latter with names, spawn location (if defined) and profit from one purchase and sale:

Droplet/Droplet, spawn in fiery anomalies (100 rubles)

Thorn/Thorn (100 rubles)

Slime (100 rubles)

Crystal thorn, spawn in chemical anomalies (250 rubles)

Slug/Slug (250 rubles)

Spring, spawn in electrical anomalies (500 rubles)

As it turns out later, the same trick can be done with other merchants, including full-time sellers of Debt and Freedom. Moreover, these guys pay twice (!) times more. So seven Springs and a couple of minutes of buying and selling will lead to enrichment in unrealistic amounts. Which, by the way, will be needed - repairing the pumped-up but broken Liberty exoskeleton will cost up to 200 thousand rubles.

IMPORTANT! During cunning financial scams, you need to be extremely careful with saving and loading. If you load when the artifact is in the inventory, for example, of Owl, then it will disappear, since the merchants’ goods are completely updated after loading.

3. Artifacts. Again, Zaton. It’s easiest to farm artifacts there if you set emissions every 6-12 hours. Stalkers have forgotten how to climb anomalies, so everything that was born on the spot remains there. But due to the lack of achievements, artifacts do not appear so often, especially for rare specimens.

Compass is located where we found it on the quest from the forester - in the Red Forest, in the mine, right on the table. I did not find the heart of the Oasis, although it should have been there.

4. Shootouts. Try to set monsters against stalkers, including neutral ones. One pseudo-giant can destroy a full-fledged squad of mercenaries of five comrades, two of whom are masters in exoskeletons. Why, a couple of rats can bite an NPC to death, since stalkers almost never hit small opponents! Before my eyes, a citizen in an exoskeleton was eaten to death by three impudent jerboas. The exceptions, of course, are quest characters to whom you have not yet completed tasks. These need to be protected. The rest can go to feed land fish, yo-ho-ho and a bottle of Cossacks! It’s a shame, of course, for the masters who reveal themselves to small rodents, but that’s their problem, but their loot is yours. If, of course, you can handle the rodents yourself. On the other hand, if three jerboas are a problem for you, then you don’t deserve good loot.

5. Gauss rifle. You won’t be able to find it just lying there, and neither will the cartridges for it. They are not sold by any dealer. Theoretically, it could be sold by Monolith traders, but this is only theoretical. But there is still a rifle in the game, and it is quite possible to farm it. The first time I came across her was in Limansk, near the passage to the Hospital. The levitating Monolith sniper was armed with it (don’t ask, I’m shocked myself), and they managed to knock it out the second time. The second copy was found in the Hospital. The third and the rest are in the northwestern part of the Chernobyl nuclear power plant.

The latter is the place where you can farm it. Where the exit from the Monolith control room is located, monolith units will periodically spawn. They are heavily armed, have G36, RPG-7 and 9x39 guns, while the Gauss rifle is rare, but accurate. If you manage to kill the comrade carrying it, then the full clip is yours. To the east of the farm site, by the way, there is an exoskeleton. Its location is also indicated in the picture:

Being a stalker, Sultan can be easily killed. He has the Nighthawk, a pretty rare weapon, and everyone else doesn't care about killing. Yes, you can now run around with weapons in Skadovsk. Just like in Yanov.

Technicians perform manipulations with several things not in parallel, but one by one. And if there are more than three or four things, then the total time is multiplied by a modifier, which increases from the total amount of work and, possibly, its complexity. So, having handed over four machine guns for repairs and one armor for pumping, be prepared to wait many times longer. Up to several hours. It took me two hours to repair one pistol in Skadovsk.

Laboratories, dungeons and other basement areas are significantly less populated than in the original games. Let's say that in the laboratory with Megamind there is not a single enemy at all. The loot, however, is also meager - Beryl-5m, and that’s all.

To increase the duration of your run, you can use not only energy drinks and artifacts to increase endurance, but also the Hercules drug. Endurance recovery depends on what percentage remains before the maximum weight load. “Hercules” pushes the load bar back by 20 kg, thanks to which even with a load of 80 kg you can achieve endless running.

The most valuable monsters in terms of loot are controllers, their arm/brain costs 500 rubles apiece from almost every merchant.

- RPG-7 with a couple of missiles lies in the weapons depot inside the Volkhov air defense system, the door there is open initially. The “Veles” detector is bought from merchant-scientists; I never saw the “Svarog”, although it should be there. Finding “Veles” when playing as a stalker and without going to scientists is quite difficult; it is only found among zombies in exoskeletons. As, by the way, is a machine gun.

- Grenades for under-barrel grenade launchers they are very rare, traders almost never have them, and in hiding places too. It's no joke, missiles for RPG-7 are easier to find!

Minimum System Requirements

Windows Vista 4GB RAM Intel Core 2 Duo E7400 / AMD Athlon 64 X2 5600+ 512 MB DirectX® 9.0c compatible card / NVIDIA® GeForce™ 9800 GTX / ATI Radeon™ HD 4850
S.T.A.L.K.E.R. Call of Chernobyl
This is a freeplay mod consisting of locations from all three parts of S.T.A.L.K.E.R.
The main changes are:
redesigned locations by Bangalore and Borovos
redesigned AI by Alundaio
completely changed weather
the gulag work system has been redesigned
modified A-Life
fully populated levels
Locations
Ground
Swamps (CN)
Darkscape (build 2571)
Cordon (CN)
Landfill (CN)
Agroprom (CHN)
Dark Valley (CHN)
Bar (PM)
Rostock (PM)
Army depots (TC)
Yantar (CHN)
Dead City (build 2571)
Limansk (CHN)
Radar (PM)
Red Forest (CN)
Hospital (CHN)
Zaton (ZP)
Jupiter (ZP)
Pripyat (ZP)
Pripyat (PM)
Chernobyl NPP-1 (PM)
Chernobyl NPP-2 (PM)
Generators (2006)
Equipment cemetery
Underground/laboratories
Dungeons of Agroprom (CHN)
X18 (PM)
X16 (PM)
X8 (ZP)
X10 (PM)
Overpass "Pripyat-1" (ZP)
Monolith Control Room (TC)
Sarcophagus (PM)
Warlab (2005)

Answers to frequently asked questions

The Vehicle Graveyard crashes during the transition, what should I do?
Load your autosave and immediately find yourself at the location. It seems like this problem shouldn't exist anymore.

How to improve productivity?
1. Turn off the shade from the grass
2. Make the shadows themselves of minimal quality
3. Disable SSAO
4. Change the quality of textures and visibility range to the optimal state
5. You can reduce spawn in the game settings

Why don't stalkers pay attention to the military in Cordon?
There is a neutral zone, the military does not touch the stalkers, and the stalkers do not touch the military. But the military still beats the GG, this cannot be corrected. The solution is to save up money, equipment and go to the Bar, for example. (The authors made a truce at the location due to the fact that the military was taking out the village of newcomers)

Where can I get a detector?
In corpses, in hiding places, they are sold by scientists, and also by ordinary merchants, but the chance of appearing is approximately 15%

If dynamic news is viewed in the error log
You can disable them in the game settings and the crashes will stop. It seems like this shouldn't happen anymore.

Why is it so deserted!? Why are there so many living creatures!?
In the game settings you can adjust the population of the zone.

How to fight a helicopter?
If you shoot a helicopter at the tail, it will fall faster.

I want to sleep, but I can’t sleep, what should I do?
You most likely need sleep. If you have radiation or have drunk an energy drink, you cannot sleep. If you slept, then you can sleep a second time only after a while. The function can be disabled in the game settings.

How to upgrade weapons and armor to the maximum?
Go to the red forest to the Forester, he works for all groups and does not need tools.

How to find tools?
They are found in hiding places, randomly. There is a great chance for tools if you complete the tasks of the stalkers. They will give you coordinates to their hiding places as a reward, and you can find tools there.
If you capture enemies and then interrogate them, you can also get a cache, but the chance for tools is low. How to take prisoner? You must wound the enemy so that he falls to the ground and lies alive, and then approach him; if he kneels, you can interrogate him.
They may also give you a cache for bringing a PDA; it may also contain tools.

Useful information about partners
You can take as a partner any NPC squad that is friendly to the player and is not busy guarding the point. Partners buy broken weapons (but not completely dead) and buy them more expensive than merchants. Partners can be controlled both through dialogue and through the NumPad keys.
Num 1 - change NPC behavior modes. Aggressive\Help\Passive.
Num 2 - change the Waiting\Following modes.
Num 3 - NPCs move to the specified point and wait there.
In dialogues you can give useful commands to NPCs, I advise you to look at them before moving forward. If an NPC stands in a doorway or a narrow passage, approach him closely; after a couple of seconds he should move away.

How to get through this “Secret Zone”?
We look for the doctor and talk to him (or kill and rummage if he’s evil) when we receive the key and the doctor’s notes, the plot is activated. First we turn off the generator in x-16, then on the Radar (along the way we collect documents in all laboratories). After turning off the radar, we go to the Monolith, but do not make a wish, but go to the control center, for documents, and then to WarLab. In order for the door to WarLab to open, you first need to pick up documents from the monolith control center. In WarLab we speak with the entity... We run after two poltergeists with the aim of killing them (all doors open and close in a chaotic order)... After killing the second, all objects that are not screwed down try to fly in head on... Dodging them, we look for and kill first the bloodsucker, then controller... We go to where we spoke with the entity... Decoder... he opens the door, but you have a fight ahead of you. The entity will offer to lie down in the flask, this is one of the endings. We refuse. Let's go fight the monolith to destroy it. We return to WarLab, and break the power supply of the capsules (be careful not to touch the ones lying inside, the reputation drops greatly) and turn off the generators... And return to freeplay.

Can't find the Swamp Doctor? He lives randomly:
Clear Sky base
trailer at the tower (next to the base, first quest in Clear Sky).
a cave on the edge of the location, next to Tuzla.
and perhaps he can travel around the zone. For example, to be at the Bartender's (as it was in beta 1.4)

How to open warlab?
Code - 26041986

How to fix overly overlit graphics in a mod?
Main menu - Atmosfear options - Other options - Load default color balance and brightness settings.
Or fine tuning via user.ltx (located in the _appdata_ folder)

How to enable the spawner?
Add “-dbg” to the end of the shortcut path. Example: Call of Chernobyl 1.4.22\Stalker-CoC.exe" -dbg
Then press S in the game menu.
Need to remove unnecessary information on the screen? In the game settings, uncheck Debug Hud.


Where can I see all the achievements?
Reading a text document -

When installing the mod, it requires you to install Call of Pripyat, what should I do?
Try installing a licensed Call of Pripyat.

How to change the viewing angle?
The fov command in the console (for example: fov 60)
If your NPCs are stupid, then disable the “AI Die In Anomaly” setting in the game options.

"For those who were interested, how to hire more companions, there is a settings config:
configs/ai_tweaks/axr_companions.ltx.
There are three settings: the number of companions, whether only friends can be hired, and whether simulation units can be hired. Well, in general, you can simply disable this scheme there.
For deeper customization, open the scripts axr_companions.script and dialogs_axr_companion.script."
Where is the spawner for the Call Of Chernobyl mod, I’m looking for an add-on for weapons, graphics, etc., but there’s no spawner.
In the game folder, find the “Stalker-CoC.exe” file and create a shortcut to it on your desktop. Next, go to the shortcut properties and write “-dbg” (without quotes) in the object. It should look something like this: “D:\Program Files\S.T.A.L.K.E.R. — Call of Chernobyl\Stalker-CoC.exe" -dbg . Naturally, click “Apply” and “Ok”. You launch the game, start a New Game or Load (it doesn’t matter). During the game, press “Esc” (Pause) and press “S”, the “Spawner” opens. P.S. To ensure that there is no unnecessary information on the screen in the game, go to the game settings and in the “Game” section uncheck “Debug Hud”.
“Running the mod on 86-bit Windows 7:

Unlike the original Call of Pripyat, Call of Chernobyl does not allow you to run the game at maximum settings on an 86-bit system due to the increased load of its content - it crashes. The solution for those who want to play on the highest available graphics is to enable enhanced dynamic lighting and set all settings to maximum, but with the exception of the following parameters:

Set the sliders exactly as shown in the screenshot. A little less is no big deal, but if you exceed the specified limit, you risk catching flights. The proposed parameters were selected experimentally.”
- The authors of the mod are gentlemen from far abroad, so all the text is written in English.

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