Walkthrough mod OGSE v0.6.9.3

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Release year: 2009
Genre: Mod
Developer: OGSE Team
Publisher: OGSE Team
Interface language:
Voice language

Description of the mod OGS Evolution

The mod aims to expand both the quest and action components of the game. An attempt to introduce a lot of new and interesting things, without compromising the balance of the game.

So what's in it?
To begin with, we will not paint a hundred small items like "increased / decreased the height of the main character" - this is ridiculous.
Therefore, highlights will be highlighted, many unique ones that can only be seen in our mod.
And I won’t talk about some at all, let them be a surprise.

Improvements

Pseudoquix saves are regular full saves that can be made relatively quickly from the main menu.
How to use it.

Being in the main menu (to exit the game, press the Esc key) press:

F6 or F7 - to make a save named "pseudoquicksave" or load it. This save is overwritten each time it is used, similar to a regular quicksave.
- F8 - to make a save with a name like: "pqs_in-game location name_game day_hour_minute". This allows you to easily create saves without having to manually type in their name. Of course, if you make a second save within one game minute, it will be overwritten. However, be careful and do not get carried away by deleting irrelevant saves in a timely manner. A large number of saves can cause "slowdowns" when opening the boot menu.

New in walkthrough

- New storylines and not story quests and characters. Freeplay starts a new one interesting story.
- The main character can become a zombie, and in this state he can talk to other zombies, complete some quests in an alternative way.
- Changed transition points between levels - The zone has become more extensive. Action is also taking place in the new space.
- Added new transitions between levels. Open as you progress through the story.
– Flexible relations between factions and GG. Some story quests can be completed in completely different ways by playing for different factions.
- When treating a wounded enemy, he can become a friend, or he can just as well blow himself up along with the Marked One.
- New merchants. Everyone has their own little story.
The bar is being attacked by various factions.
– Vehicles have been added to the location and for sale, which has been completely redone. He behaves extremely adequately from the point of view of physics, crushes monsters and NPCs and does not fly into space in anomalies. However, beware of "carousel" anomalies - their strong specimens are quite capable of lifting into the air and severely damaging even an armored personnel carrier.

New in graphics:

– New graphic special effects included:
“You can't breathe in the Bar because of cigarette smoke. In rooms where steam comes out of the pipes, everything is covered with clouds of steam, there is smoke near the fires, etc.
– To give effect to anomalies and shooting, the "Particles Enchantments" mod is included.
- Enabled "Panoramic Mod", which adds panoramas and the correct change of time of day to the game.
- More variety in the costumes of stalkers, newcomers, bandits. Zombified stalkers now really look like zombies.
– The SkyGraphics mod is included, which can be conveniently configured through the configurator.

New in gameplay

– Psi-Emission, psi mutants. Like GG, almost any NPC can become a zombie. The controller is a very dangerous opponent.
– Radically improved NPC AI. NPCs sleep, rob corpses, collect abandoned things, react nervously to poking weapons in the face, try to fight normally (they understand weapons, use different guns depending on the situation, reload out of combat, use grenade launchers), try not to get into anomalies and psi –zones, etc. During the Psi-Ejection, the NPCs try to hide, as they can turn into zombies.
- Dynamic news: about mutant attacks and invitations to hunt them, about the impending release, reports of the death of stalkers. Some messages depend on the time of day. Thank you link, downloaded the torrent game, works great in dungeons and shuts off during burst.
– Added a swear-box at the Liberty base, a radio to Borov, a radio in the beginners' hideout, from which random music comes out. During the Outburst, the repertoire changes radically. In Sidorovich's bunker, the music is also random.
- New Ejection Covers.
- "Dynamic fire in bonfires" - now if no one is sitting around the fire, the fire does not burn in it. (function works only on dynamic lighting)
- "Breaking light bulbs" - now if you shoot at the light bulb, it will go out. The flashlight was also changed and light grenades were added. (function works only on dynamic lighting)
- Lots of new items: "BIORADAR" - A detector of living creatures, if placed on the belt, the location of the mutant will be displayed on the map. "GPS-beacon" - allows you to put marks on the map. "Mine detector". "AutoDoc".
– Added mutant parts to all monsters that didn't have them. Sidorovich, Bartender, Sakharov added story quests with them in the "Is there a job for me" section.
– Dynamic hood is used for costumes. Those. now if you are wearing a suit with a gas mask, then you will look at the world through its glasses. The degree of damage to the suit is also visually displayed. The hood system is made in such a way that it is impossible to wear two gas masks at the same time, if a suit with a built-in mask is put on, then the gas mask is automatically removed.
- High-end suits have an automatic system for introducing anti-radiation drugs with voice guidance.
– You have to be very careful when taking medicines, you can die from an overdose.
- New weapons and ammo. Weapons were introduced not for quantity, but only to give uniqueness to each grouping. All weapons have been balanced so that there are no "absolute weapons" in the game, each barrel has its own advantages and disadvantages. You can install anti-personnel mines.
– A minigun can be lifted and fired from it only by wearing an exoskeleton - this is a tribute to realism, since in reality the recoil momentum from it exceeds 400 kg-m / s, that is, shooting from it without special equipment is physically impossible.
– New unique barrels with their own unique models. Many models were made specifically for the mod.
- New equipment: exoskeletons of the military, scientists, bandits, gas mask, repair kit, new food, new medicines.
– New artifacts and transmutes. The latter for you for a certain amount will be made by the Scientist at Yantar. You can get an artifact that makes some monsters neutral to GG.
– Diversity in dialogues with stalkers (special! thanks! to Vampyrus for help in writing them). Stalkers can tell some anecdote. If you help another stalker during a Psi Surge, he can give you something.
- More variety in NPC animations. They smoke, play mouth-pots by the fire, scratch themselves, look into the distance, and so on.
- New monsters and mutants, both based on old ones and completely new ones.
– Emissions are now really dangerous – like main character, and NPCs, falling under the shock wave of the ejection, can die or go crazy. In this case, the damage depends on the type of armor worn on you and proximity to the center of the Zone. Armor also takes serious damage.



System requirements
> Microsoft® Windows® XP (Service Pack 2) / Microsoft® Windows® 2000 SP4
> Processor type: Intel Pentium 4 2.0 Ghz / AMD XP 2200+
> 512 MB RAM
> 10 GB free hard disk space
> 128 MB DirectX® 8.0 compatible card / nVIDIA® GeForce™ 5700 / ATI Radeon® 9600
> DirectX® 9.0 compatible sound card
> Low latency cable or xDSL connection for online gaming local network and/or the Internet
> Keyboard, mouse


Requires game Stalker Shadow of Chernobyl patched to version 1.0005!!




Passage mod OGSE v0.6.9.3

Q: Can I turn on background music? And how to do it?

A: Of course you can. We will add it later to the configurator, but for now, in the gamedata\config folder, you can find the game_maps_single.mus file - change its extension to ltx and background music will turn on.

Q: I have 4 gigs of memory, but the mod refuses to install, why?
A: Most likely your system is running in limited memory addressing mode. In this case, you can see the following picture in your system properties - in the "Installed memory" line you will have 4.00 GB written, and then in brackets the amount of actually available memory, for example like this: (3.25 available) the number in brackets can vary from 2.25 to 3.25 GB. This is not a regular situation, but it has nothing to do with fashion and its solution is not within our competence. I can only say that the system is not lying to you, the figure indicated in brackets is correct. The rest of the memory is reserved for hardware or cannot be used for other reasons.

Q: Does the shotgun have no aim?
A: Yes. The right button at the shotguns gives out a shot with a doublet.

Q: Everything is terribly slow and freezes for me, what should I fix in the settings?
A: You may have set the grass rendering radius and/or density too large. Make it smaller, the grass is really very voracious in terms of performance. Also try turning off grass shadows - they are also a very voracious option.

Q: The configurator does not work for me, it says "work stopped" and closes.
A: Make sure you have .NET Framework 3.5 and VC++ 2005 redistributable installed. If already installed and the problem persists, try uninstalling and reinstalling them.

Q: My Avast antivirus keeps deleting the mod configurator.
A: We are aware of this issue, it is a false positive. If you have the opportunity, report it to its developers, let them fix it.

Q: At what fps does the new combat stop functioning?
A: It never stops functioning. At fps below 30, it simply stops using ray tracing so as not to slow down the game. This roughens the accuracy of non-scripts' detection of obstacles in the way of firing, which can lead to attempts to shoot the enemy behind the wall, etc., but the combat is not completely turned off and its real combat qualities do not suffer from this. It just looks a little stupid when they try to shoot like that.

Q: About extension storyline: is it the restoration of build rides in the hollow, the captivity of mercenaries in MG and Generators, or something completely new?
A: Brand new. We didn't restore the build's missing parts of the plot.

Q: My game crashes often and is buggy.
A: Most likely, your Visual C ++ 2005 runtimes are out of order. Try to remove them and then reinstall them, then go to Windows Update, check the boxes next to all updates in the recommended updates net framework and Visual C++ (except security), install and reboot. You can get runtimes here: rutracker.org/forum/viewtopic.php?t=4594892
Q: Will the partner be improved? Is it possible to make him an inventory, otherwise he does not use the armor and weapons given to him. Besides, I can't refuse it.
A: Uses. Talk to him about tactics to assign him a weapon. He will change the armor when he is not in your sight for some time, and the refusal to partner appears only after some time.

Q: How to get the detector?
A: Digit 8

Q: When playing a mod, it constantly crashes with a video driver blade

A: Obviously you have nVidia graphics card. Enable adaptive in your video drivers vertical sync for STALKER and everything returns to normal.


Due to the fact that among the players there are experimenters who mistreat the game, and then wonder where the glitches come from - here I will lay out a list of actions that categorically cannot be done - not because we did not provide for this in the mod, but because The game engine itself is not designed for this. An explanation as to why this should not be done is attached.

What is not allowed: You can't play on a single save.
Why not: You can accidentally save at the time of the death of an NPC, and the save will be damaged. If you are killed immediately after this save, you will have nowhere to replay. You always need to keep a chain of 5-6 saves, which are overwritten in turn. This applies to any mod as well. original game.

What is not allowed: It is impossible to save exactly at the moment of death of any NPC.
Why not: In this case, the processing of the death of this NPC does not have time to complete, and in the save it is stored in a semi-processed state. When loading a save, the processing of such objects by the game is not provided. The save will be 100% broken

What is not allowed: Not allowed at start new game save in Sidorovich's bunker until the beginning of his monologue and then load this save.
Why not: This save is performed at a time when the game logic has not yet had time to initialize for objects and work normally - if you load from this save, everything goes awry, the consequences will be completely unpredictable.


So, what will not happen (meaning pure OGSE. Naturally, in addons all this can be implemented by their authors):

1. Pistols (except for those left or brought in for various reasons). Relevant only for versions 0.6.9.x

2. Unloading for horns, grenades, etc.

3. Rozhkov, clips, magazines

4. A large number of various weapons

5. Upgrade a la CHN/ZP

6. Removed due to irrelevance

7. Wars of factions led by GG

8. Gang wars a la CHN

9. Magic devices such as a manual teleporter

10. "Cooking" artifacts by GG himself

11. Various players, radios, etc.

12. Continuations and references to the plot of CN / CR

13. Two or three dozen groups in the Zone

14. Dynamic music accompanying any events

15. Additions "We meet by clothes" Perhaps, except for certain plot points

16. Nanosuits, as in Crysis game

17. Departure of natural needs in any form, except for sleep / food.

18. Artificial limiters of things carried in a backpack (in terms of volume, quantity, costume and everything that you can’t think of). Only the original weight limit.

19. Small consumables such as night vision batteries, flashlight batteries, etc.

Video of the mod.
The site administration thanks Kotobegemot for the material provided.

1 series - the beginning of the game., art Blood of the Stone for Sidorovich. The first acquaintance with the inhabitants of the Village of Beginners.


Series 2 - Flash drive of Nimble, fuel for Zaporozhets, art Chunk of meat for the wounded, a bag with artifacts for the military, a box with machine guns for the Wolf.


3 series - Shustrom's jacket, Cheburashka's toy, Sidorovich's quests, Stone flower for the Healer, dynamite for Wolf, Experienced tablet.


4 series - Case of the Fox, quests of Sidorovich and the Fan.


Episode 5 - Fights in the Landfill, a conversation with Bes and Gray, we read the experienced tablet, we try to open the Digger's safe.


Episode 6 - Mole's rescue, transition to the Agroprom subway, Strelok's hiding place, military documents, Mole's quest.

7 series - weapons of the debtor Brom, cartridges for Mole 4 boxes, quests for the Bartender, release of the captured Signalman.


Episode 8 - Hunter's gun, "Bartender's Friend" quest, documents from X-18, "Screw" brand flamethrower.


Episode 9 - Flea's backpack (hiding place), Professor's note, cleaner Zhakan and his rescue, Zakharych and his hiding places, Zakharych's bullshit, Zakharych's riddles.

Episode 10 - a box from the military checkpoint, a laboratory journal for Sakharov from the Hollow, Petrenko's quest


Episode 11 - Documents from X-16

Q: Where can I find the Cobblestone artifact?
A:
The cobblestone lies on a radioactive pile between the hangar and the block post of duty, on the catfish at the top in the center, if there is a Veles detector, then it’s just not difficult to find it.

Q: Where are the documents in X-18?
A:
Total 5 parts:
One document is with the Stalker, who wanders around the dungeon with a flamethrower.
One document on a standard place (where the poltergeist flies)
One document in a blue box, which is in a small room, to the right of the room with the pseudo-giant
One document in the corpse of a stalker, where a fiery (non-plot!) poltergey flies, which cannot be filled up
And one more - in the blue box, in the room: there are containers - we pass forward - there is a ladder down. Look in that room for a blue box, there are still such strange units, such as scientific

Q: Where is flash drive #2 of One-Eyed?
A:
Go to the base of Debt to Petrenko, when you leave him, a muddy little guy will call you and offer to give all the flash drives, but then you will understand everything in the course of the dialogue.
In general, One-Eyed is lying to the right of the road at the exit from the Bar towards the Army warehouses

Q: Where can I find a guitar for Sidorovich?
A: The guitar can randomly be in one of several places - basements, some houses in the village, bushes in the yards of houses. Search carefully.

Q: Where can I find an artifact for the Healer?
A: The artifact lies in the valley behind the elevator in the area of ​​the tunnel and dog den.

Q: Where can I find gasoline for cars?
A: There are canisters at the elevator and at the ATP - at least. After completing the quest, Sidor will start selling them.

Q: How to refuel the car?
A: Go to the trunk and press Num Del (numeric keypad!).

Q: Where is the Experienced tablet?
A: On the roof of the barn, on the rafters on the side of the valley where the dog den is.

Q: I killed the Muzzle, is he needed for quests?
A: No, killed and killed.

Q: Where can I find the bones on the Musician's quest?
A: They lie in hiding places around the house: in a pipe on the roof of the house, on the transformer, in the zilka tank near the transformer and on a spreading tree next to the house

Q: How to open Digger's safe?
A: Hint - OGSE. The code, which is logical, is the version of the mod.

Q: After the quest with the Cossack, I killed Kuznetsov and everyone under the bridge. Do they still give quests?
A: No, they don't.

Q: Where can I get Cheburashka?
A: Talk to the seeker brothers by the fire in the house near Sidor's bunker and help them.

Q: I am zombified, what should I do? What will happen to me?
A: If not treated, you will die. Heals Sakharov on Yantar.

Q: How do I get art for the DiePatron?
A: Look around - you will see portals. There are four true ones. There is a correct sequence of their passage. You have to guess her. You can distinguish the correct portal by the sound and the place of teleportation. If in the process of passing you entered the wrong portal, start all over again.

Q: Where is the bomb in the rookie camp?

A:3 seats. The first, as already mentioned above, is the code of a bush near a destroyed house. The second is at the entrance to the subway (where the Doctor is), there is a board leaning next to it (between the board and the concrete structure). Third - where the Wolf stands, next to the fence, next to the fence there are bushes, here under the bush.

Q: Where is the flea hiding place?

Q:Where is Figa (on the instructions of Chuck)

A: As you enter the territory of the Plant, there is a large hangar on the left, Figa there.

Q: Dangerous science is the final chord. Where is the Dark Zone Prototype located?

A: Three areas are marked in the Wild Territory. The prototype is in standard caches, just search everything that is.

Q: Where is the secret bunker in the dark hollow?
A: From Zakharych's house in the north. In the mountain entrance, hidden in the bush + - left / right 100 meters, easy to find. You can just walk along the cliff.

Q: When I take a first aid kit, health does not increase, but rather begins to decrease rapidly.
A: Medicines have a side effect (if enabled in the configurator). Drink mineral water, a few bottles will remove all side effects.

Q: Where are the containers (cases with documents) of Lis and Sidorovich?
A: The case for Lis and the case for Sidorovich are different cases. For the Fox, it spawns behind the fence, where there are plates from which you can jump onto the toilet. And the case for Sidorovich, where he always is, in the barracks, in the room where the TV is in the bedside table by the window.

Q: In the X-18 lab, dots or flies are constantly attacking, bleeding starts and the suit breaks. What is this rubbish?
A: Flies are spread by plague rats. A little different from the rest, flies fly around them and kakbe infect with the plague. Just shoot all the rats.

Q: Where can I find the battery in the Landfill for the armored personnel carrier on the instructions of Lukash.
A: The battery in the fire truck is in the left lane.

1. Boxes for the mole
There are 4 boxes, all underground, but not in one place. Search.

2. Cheburashka
Cheburashka gives tips on difficult quests- The question of immortality, Klondike quests, Cleaners, etc. He will not tell how to get into the subway of the agricultural industry.

3.Safe at the gas station
Cheburan says - remember the numbers on the columns. Four-digit code. There are two numbers there - 76 and 92. Can you sort out the combinations yourself?
Walkthrough Tips
* It is strongly recommended to get Cheburashka (quest of brothers-seekers in the house not far from Sidor's bunker). He gives valuable advice on passing, another quest, and he's just cool and you can chat with him.

Also available on the site are other overlapping tips on



 
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