Modifications for the S.T.A.L.K.E.R game series Section categories.

Year of issue: 2018
Genre: Action/Shooter/3D/1st Person
Developer: GSC Game World
Publisher: phorumer
Publication type: Repack
Game version:
Mod version: 5.1
Interface language: Russian
Voice language: Russian
Tablet: Sewn in

SYSTEM REQUIREMENTS:
✔ Operating system: Windows 7 / Windows 8.1 / Windows 10
✔ Processor: Intel® Core™2 Duo 2.4 GHz / AMD Athlon™ X4
✔ RAM: 2 GB
✔ Video card: 512 Mb / nVIDIA® GeForce™ / ATI Radeon®
✔ Sound card: DirectX® 9.0c compatible sound device
✔ Free hard disk space: 15 GB

DESCRIPTION:
Stalker New Arsenal. a global project that is designed not only to expand the gameplay capabilities of the original Stalker engine, adding a lot of different weapons to it, expanding the locational geography with the ability to cover significant distances of game levels using vehicles. In addition to the appearance of new arena gaming systems, weapon upgrades, new mutants and the possibility of joining any group in the Zone, serious work was done on the plot and quest part of the project. The main storyline was significantly expanded and acquired several voluminous story branches, additionally accompanied by a mass of secondary tasks and a number of cyclical quests.

Main modifications:

  • Absolutely all the weapons in the game have been replaced with higher quality and modern analogues, and a lot of new popular weapons have been added for almost every taste.
  • Unique features have been added for weapons, such as: swinging of the weapon when walking, animations of running with an under-barrel grenade launcher, changing rate of fire, collimator sights, dual aiming mode, laser target, changing initial bullet speed depending on the type of loaded cartridges, the ability to install optical sights on old ones AK samples only after preliminary installation of the “dovetail”, the ability to install a working bayonet, the ability to shoot a double-barreled shotgun, improve some weapons from traders, change sights, order weapons with special sights from traders, etc.
  • The original plot has been expanded into several large-scale missions; in addition, a lot of minor and several new cyclical tasks and a lot of new locations have been added.
  • Most of the new missions were designed to allow for more shooting, and some of the original missions were also changed in this direction.
  • For many missions, there is the possibility of an alternative peaceful passage.
  • The main character has been given a developable skill as a monster hunter-tamer.
  • From some merchants you can purchase "Pig in a Poke", which generally behaves like the tamed animal companions from Far Cry.
  • The area has increased in size several times, and greater freedom of movement has been added, including using vehicles with luggage racks.
  • The most popular and advanced engine changes X-Ray extensions are integrated into the modification (for example, new slots, cartridges on the belt, sun rays, inventory lighting, new “hot buttons” configurable in the game menu, a limit on limiting storage capacity, etc.).
  • The modification contains a number of popular extensions, such as: weapon repair, an expanded arena, improved AI, new monsters, sleep, vehicles with luggage racks, dynamic hood, etc., adapted to the features of the New Arsenal.
  • A lot of new overalls, characters, merchants and visuals have been added, as well as improved graphics.
  • Added the ability to join almost all factions, as well as the possibility of concluding a truce with all factions. Also optionally there is our own interpretation of the “We meet by clothes” scheme.
  • A more noticeable differentiation of the various game difficulties has been added, as well as an original interpretation of freeplay with a new plot.
  • New artifacts and food have been added that increase your carry weight and running speed.
  • New detectors have been added: artifact detector, scarecrow, Monolith detector.
  • A cargo mode has been added to exoskeletons for those who like to sell junk to traders.
  • There are many other changes that are simply impossible to list in full.
List of locations:
  1. Cordon
  2. Dump
  3. Agroprom
  4. Dungeons of Agroprom
  5. Dark Valley
  6. Laboratory X18
  7. Wild Territory
  8. Military warehouses
  9. Amber
  10. Radar
  11. Bunker
  12. Western Pripyat
  13. Chernobyl NPP 2
  14. Control center
  15. Sarcophagus
  16. Laboratory on Yantar
  17. Cave
  18. Forgotten Forest
  19. Forest Thicket
  20. Labyrinths
  21. Limansk
  22. Hospital
  23. Generators
  24. Military Laboratory
  25. Red Forest
  26. Abandoned Village
  27. Swamps
  28. Dead city
  29. Backwater
  30. Jupiter
  31. Eastern Pripyat
  32. Jupiter Subway
  33. Laboratory X8
  34. Catacombs
  35. Waiting room
  36. Industrial zone
  37. Portal
  38. Dead Swamps
  39. Hidden Valley
  40. Dark Hollow
  41. Digger's Haven
  42. Kolkhoz
  43. Laboratory X14
List of changes in version 5.1:
1) Added about 10 new weapons and ammunition for them. I’m not publishing the list yet, since perhaps some things in it will change, both positive and negative.
2) Switching the aiming mode on the G36 and G36e has been moved to “special weapon functions”, due to which the previously existing restrictions have been removed - now snipers-machine gunners will also be satisfied.
3) The list of weapons that can be upgraded from merchants has been expanded.
4) The capabilities of the standard “auto-discharger” have been expanded. Now you can configure both the discharge when selling and when picking up weapons from the ground or from inventory. It differs from the “auto-discharger” @aromatizer in the use of other implementation methods, as well as the lack of the ability to create tables (which is understandable, since creating tables involves tinkering with resources) and displaying a message about the number of selected cartridges. We discussed this issue with @aromatizer, and came to the conclusion that, most likely, after the appearance of the new author’s version, a third-party “auto-discharger” will not be needed.
5) The assortment of merchants and prices have been slightly revised. In particular, now a dovetail can be purchased at the beginning of the game, and stalkers have been told that it is not advisable to buy sights at exorbitant prices.
6) New models of girls and animals have been added (a new game is needed for the appearance of animals). New animals have their own voice acting and trophies.
7) Included corrections for the mangled corpses of girls from Varan.
8) Included optimization from @aromatizer, slightly redesigned to suit the needs of ON.
9) The characteristics of the vehicles have been corrected, and the “reward” for the delivery of vehicles for sowing and transportation of moonshine has been increased.
10) The ability to quickly run backwards in the cargo mode of the exoskeleton, as well as quickly move in this mode using jumps, has been eliminated.
11) The logic for obtaining animal tamer skills has been changed. Now, to do this, you no longer need to complete the hunters’ quests (they should now be done solely for the sake of profit), but you need to do something else. Also later in the story, attentive players will discover the possibility of obtaining the humanoid tamer skill.
12) The description of some tasks has been changed and corrected, during which players encountered a certain lack of information.
13) Added a number of text messages for a more convenient understanding of what is happening.
14) Boxes will now be limited not by quantity, but by weight. The average weight will vary from 10 to 40 kilograms and will depend on the size of the drawer model. Personally, according to my observations, this capacity is more than sufficient.
15) The total number of backpacks pawned by the player is limited.
16) Added a “shelter” for a player with a rubber box (needs a new game). It may not be a house in the village, as requested, but it is a secluded place. There, no one will interfere with storing and sorting the property obtained by hamster hunting, and finding it will not be difficult either.
17) Anti-hamster agitation has been introduced.
18) The dialogue with the guide in the Hidden Valley was brought to its logical conclusion.
19) A new mini-boss has been added, which will appear during one of the story missions (a new game is needed).
20) Increased feeling of hunger with frequent use of various chemicals.
21) Girls will now belong to different groups. Also, almost all girls have added standard dialogue with certain consequences for the player.
22) Fixed a bug with the disappearance of the bayonet when installing sights.
23) On Jupiter, “weapon-free” zones have been removed as unnecessary.
24) Another mercenary task has been added.
25) The ability to refuse to complete cyclical tasks has been returned, as was the case in the vanilla game.
26) The cost of unique weapons has been significantly increased. Now it will be much more profitable to sell it than to store it in bundles until the end of the game according to the principle of “maybe it will come in handy.”
27) Perhaps something else...

Full list of weapons:

Pistols:
PM, PMM, PB, PB Night, PB Assault, Fort, MP-443 "Rook", MP-443 "Rook" Night, GSh-18, GSh-18 Sport, OTs-33 "Pernach", TT-33, TT -42, Type-54, Beretta 92FS, Beretta 93r, Browning HPSA, Walther P99, Walther P99 Tactical, Walther P38, HK USP, HK USP Match, Colt M1911A1, Kimber Desert Warrior, Colt Chicago, SIG Sauer P220, Desert Eagle, Desert Eagle Unique, Cz 75 FA, FN-57, FNP-45, FNX-45, CZ 52, APS, Vz.65 "Scorpion", Glock 18, Glock 18C, Luger Parabellum, OTs-23 "Dart", OTs-35.

Revolvers:
Colt Anaconda, Colt Python, Taurus, Handicraft Revolver, S&W Centennial, S&W Centennial Tactical, MP-412.

Submachine guns:
PP-19 "Bison-2", PP-19 "Bison-2-07", MP5, MP5 under 7.62x25 mm, MP5SD, FN P90, PP-2000, PP-2000 "Kindergarten", PPSh, MP40, M1928, UMP-45, UMP-9, PP "Vityaz", PP "Kiparis", MR7, PP "Kedr", PP "Uzi", PP "Vector", PP "MR5k".

Shotguns:
Mossberg 590A1 (replaces Winchester), Shotgun Anomalous, MP-133, MP153, Protecta, Shotgun-submachine gun, Saiga-12K, SPAS-12, SPAS-12 Unique, TOZ-34, TOZ-34 Okhotnika, sawed-off TOZ34, BM-16 , sawn-off shotgun BM-16, Shotgun Sidorovich, TOZ-194, KS-23, IZH-43, sawn-off shotgun IZH-43, IZH-43 “Sniper”, Remington 870 12 and 16 gauge, Vepr-Molot, Fort 500, Bekas-16, M3, Super-Shorts.

Slot machines:
9A-91, AN-94 "Abakan", AN-94 "Abakan" Sniper, AN-94 "Abakan" Assault, AEK-971, AEK-973, AK, AKS, AK-74, AK-74M, AK-74M Scout, AK-74 Border Guard, AKM, AKM "Wolf", AKMS, AKMN, AKS-74, AKS-74U, AKS-74U Saboteur, Steyr AUG A1, FN F2000, HK G36, HK G36C, HK G36E, OTs-14 "Groza", OTs-14 "Groza-1", OTs-14 "Groza-2", HK-416, L85A2, L85A2 Assault, LR-300ML, M4, M4A1, M4A1 Assault, M16A2, M16A1, M16A4, SIG SG -550, SIG SG-552, SIG SG-550 Sniper, AS "Val", AS "Val" Station Wagon, SR-3 "Whirlwind", FA MAS, AK-12, SCAR-H, IMI Galil, G3, AK- 104, AK-105, AK-74N, Samopal vzor 58, Stg-44, Mkb-42, Galil Ace 31, OTs-12 “Tiss”, ASh-12, CZ805, MTAR-21.

Sniper and simple rifles:
G3SG1, L96A1, SV-98, SVD, AVT-40, SVU-A, VSS "Vintorez", VSS "Vintorez" Night, VSK-94, K-98, Gauss gun, Walther WA2000, SKS, M1891, M1891 " Sniper", Gewehr 43, Type 63, Arisaka Type 44, M98b, VSSK "Vykhlop", M14, M110, PTRD.

Machine guns:
MG-42, MG-42 Collimator, MG-4, M249, PKM, PKP "Pecheneg", PKP "Pecheneg" Collimator, RPD, RPD shortened-collimator, RPK, RPK-74, RPK-74m, L86, M60, M134 .

Grenade launchers:
RG-6, RG-6 Unique, RPG-7, M79, RGM-40.

Grenades:
F1, RDG-M, DG-05.

Steel arms:
OTs-4 knife, Italian knife, Japanese bayonet, crowbar, machete.

Other:
Flamethrower, bolt, binoculars, packs of cartridges, machine gun belts, etc.

Tips for passing:

  • The graphics in the modification are heavier compared to , so don’t try to set everything to maximum right away.
  • In the options, you can optionally enable the function of cartridges on the belt.
  • I strongly recommend that those who are brave and skilled play on the master without resorting to cheating. I advise those who are timid and inept to play exclusively on the beginner level.
  • On Master difficulty (Director's Cut), some parameters are forced to be activated, making the gameplay more difficult. With some knowledge of scripting, you can, of course, bypass these complications, but keep in mind that this was not done to test skills or abilities, but to make the gameplay more interesting and exciting.
  • This modification was developed, tested and debugged exactly in the form in which it was posted. Any changes or additions may lead to unpredictable consequences. Therefore, do not rush to edit, tighten, or adapt something right away, unless you are an experienced stalker mod builder.
  • Improving relations with any group can greatly affect the way certain missions are carried out. For example, some missions can be completed almost without firing a single shot, while other missions will look completely different. However, the fact of a truce, for example, with the military, will not give you the right to steal cases with documents with impunity - look for alternative options for peaceful passage.
  • Not all animals are hostile to you. There are two types friendly to the GG and one neutral, so don’t rush to shoot at everyone, even if they are running towards you, but try to figure it out. Friendly monsters, if this happens, can help you fight off hostile ones, and even if they don’t defeat them, they will at least distract attention, and you can either run away or calmly shoot the distracted hostile mutants.
  • The released "Pig in a Poke" will follow you and help you deal with hostile monsters.
  • By developing the skill of a monster hunter-tamer, you will be able to effectively hang trophies on your belt and tame hostile animals.
  • Despite the possibility of concluding a truce, most new missions were designed so that you could shoot a lot, so sometimes it is extremely important not to miscalculate which weapon to take on a mission. Sometimes you may desperately need a long-range weapon with an optical sight, and sometimes, on the contrary, an RPG with decent ammunition or a powerful shotgun. In general, I note that after the introduction of a new damage calculation scheme, the most universal weapon in terms of reliability/lethality/cost and availability of ammunition turned out to be 7.62x39 mm AKs. With them, in principle, you can go through the game from beginning to end. It is also highly recommended to have a powerful pistol or, better yet, a revolver, a serious shotgun, melee weapons and plenty of grenades.
  • You start the game without a detector and a flashlight. Don't forget to buy a flashlight and get a better detector as soon as you have money. Otherwise, without a flashlight, it will be a lot of fun in underground locations, when in the dark zombies will trample on you from all sides. There will be several quests to obtain discounted detectors.
  • Many caches with valuable items will not be marked on the map, so it makes sense to re-explore the vastness of the Zone.
  • Many dialogues have been changed, and a lot of new dialogues have also been added, so read carefully so as not to miss anything and not find yourself in a situation where you don’t know what to do.
  • Some rare weapons (for example, MP40) are present in the game in very limited quantities, and unique weapons (marked with a special icon on the icon) are generally in only one copy, so if you need it, do not miss the chance to get it.
  • When picking up a weapon, do not forget to unload it. The cartridges from the magazine/clip of weapons thrown away by killed stalkers do not disappear, as in the original game. However, fans of automation (Wir Sind die Roboter) can include automatic weapon discharge in the GG inventory.
  • In many places you can use cars to move to another location, even if the crossing is blocked. Just slowly drive up to, say, a barrier and you and your car will be transferred to another location.
  • During beta testing, the modification demonstrated a high degree of stability, however, just in case, sometimes save the game in different places (God protects the safe).
A little about the system for calculating damage caused by firearms:
The basis is taken from real characteristics such as muzzle velocity and bullet mass. The initial bullet speed is divided by 1000 and the resulting value is entered into the weapon config as hit_power. For example, the PM has an initial bullet speed when firing standard ammunition of 315 meters per second. Therefore, 315/1000 = 0.31. This will be the base damage of the PM. When calculating damage, the engine also takes into account the coefficient located in the ammo section of a given weapon (k_hit). In the New Arsenal, this coefficient is determined based on the so-called standard ammunition. This is considered the ammunition with the lightest bullet. In modifications, this is a caliber of 5.7x28 mm and 4.6x30 mm - bullet weight is 2 grams. For them k_hit
is set to 1. The heavier the bullet, the greater this coefficient. Using the example of a PM, whose standard bullet weighs about 6 grams, that is, three times more than the standard one, let’s calculate the final damage number: 0.31*3 = 0.93. Let's say an AK-74 bullet weighs approximately 3.7 grams, but its initial speed is approximately 910 m/s, the final damage will be approximately 1.6. In the game, this number means that an ordinary enemy will be disabled after 1-2 accurate hits. For AKM, the initial bullet speed is lower and is approximately 720 m/s, but the bullet weighs approximately 7.9 grams, so 0.72 * 3.9 = 2.8. I think it’s obvious that the AKM will destroy enemies even more effectively. I also think it’s not difficult to use this formula to calculate how much damage a shot from a VSSK, whose bullet mass is 48-76 grams, will cause! Mini FAQ:
Question: At the Cordon, the Newcomer Village is attacked by the military. What to do? Should we save its inhabitants or not? Will any of them be needed in the future?
Answer: If you sit in a DN trying to protect its inhabitants, then attacks will repeat from time to time. Just go about your business calmly. Even if Wolf, Fan, Tolik, Shustry or Petrukha (or anyone) dies, then nothing terrible will happen, the plot will not break under any circumstances. You can also run away during a firefight, for example, to the Swamps. When the player returns from the Swamps, the military will have already gone about their business.

Question: Sniper weapons have a very strong bullet spread. What to do?
Answer: This problem is not relevant for version 5.1. Solution: Download and install the new version.

Question: How to repair a vehicle?
Answer: To repair vehicles, you need to buy or find tools and place them in the slot. After this, the repair button in the transport menu will become active.

Question: Lenses and brands of some through sights are displayed incorrectly on static images. How to deal with this?
Answer: Switch to dynamics. You can find a lot of information on this issue in the topic header. I advise you to take a few minutes and read this information.

Question: I have a stable crash when entering the "Collective Farm" location. What should I do?
Answer: Switch to dynamic lighting. Statics are not supported in this modification. You can find a lot of information on this issue in the topic header. I advise you to take a few minutes and read this information.

Question: I cannot install a sight on a weapon in the slot for rifles and shotguns, although the description says that this sight can be installed. What should I do?
Answer: Due to engine limitations, the context menu for setting the sight does not work for this slot. The sight is installed by dragging.

Question: Kruglov does not go to Yantar, and in other mods everything is fine. What should I do?
Answer: Well, firstly, stubborn Kruglov is found in almost all fashions, and if you haven’t noticed this before, then you’re just lucky. Secondly, I advise you to watch the following video to find out how to get Kruglov to Yantar: Video about Kruglov. Thirdly, you don’t have to save Kruglov, but just go about your business - there will be a spare scientist on Yantar with whom you can go take measurements and move forward in the plot.

Question: Are there video reviews of the New Arsenal?
Answer: A good video review can be watched on this channel

Question: I started the game on version 5.0 and have progressed quite far in the story. Should I install the new version?
Answer: Since there are quite a lot of changes in version 5.1, so in this case it is more advisable to either start a new game or continue playing on version 5.0.

Features of Repack:
A game:
- Nothing was cut
- Nothing is recoded
- Game version:
- Mod version: 5.1

Additions:
- Disabling weapon bumps on not very powerful computers
- Reticle textures for square monitors

Important:
_ For Windows 7/8/10 owners, 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 does not start, try deleting the user.ltx file from the save folder in the root of the game.
_ Do not put the repack on drive “C” (where Windows is)
_ For Windows 8/10 owners, if the mod crashes when you launch it, set the shortcut to compatibility with Windows 7.

Platform: PM 1.0006

Developer: phorumer

Type of modification: weapon-storyline global modification.

All about modification

Modification features:

Absolutely all the weapons in the game have been replaced with higher quality and modern analogues, and a lot of new popular weapons have been added for almost every taste.

For some types of weapons, unique features have been added, such as: running animations with an under-barrel grenade launcher and walking animations, changing rate of fire.

The original plot has been expanded into 3+1 large missions, and 18 minor and several new cyclical tasks have also been added.

Most of the new missions were designed to allow for more shooting, and some of the original missions were also changed in this direction.

For some missions, there is the possibility of an alternative peaceful passage.

The area has increased in size several times, and greater freedom of movement has been added, including using vehicles with luggage racks.

The most popular and advanced engine changes X-Ray extensions are integrated into the modification (for example, new slots, cartridges on the belt, sunshafts, etc.).

The modification contains a number of popular extensions, such as: weapon repair, expanded arena, looting, "grenadierism", new monsters, sleep, freeplay, etc.

A lot of new costumes, characters, merchants and visuals have been added, as well as improved graphics.

Added the ability to join almost all factions, as well as the possibility of concluding a truce with all factions.

There are many other changes that are simply impossible to list in full.

List of weapons:

Pistols:
PM, PMM, PB, PB Night, Fort, MP-443 "Rook", MP-443 "Rook" Night, GSh-18, GSh-18 Sport, OTs-33 "Pernach", TT-33, TT-42, Type-54, Beretta 92FS, Beretta 93r, Browning HPSA, Walther P99, HK USP, HK USP Match, Colt M1911A1, Kimber Desert Warrior, SIG Sauer P220, Desert Eagle, Desert Eagle Unique, Glock 19, Cz 75 FA, FN- 57, FNP-45, FNX-45, CZ 52, APS.

Revolvers:
Colt Anaconda, Colt Python, Raging Bull, Taurus .45 Colt, S&W Centennial, S&W Centennial Tactical.

Submachine guns: PP-19 "Bison-2", PP-19 "Bison-2-07", MP5, MP5 under 9x18 mm, MP5SD, FN P90, FN P90 Tactical, PP-2000, PPSh, PPSh Tactical, MP40, M1928, UMP-45, UMP-45 Collimator.

Shotguns: Mossberg 590A1 (replaces Winchester), Shotgun Anomalous, MP-153, Protecta, Protecta Camouflage, Saiga-12K, SPAS-12, SPAS-12 Sniper, TOZ-34, TOZ-34 Okhotnik, sawed-off TOZ-34, BM-16 , sawn-off shotgun BM-16, Sidorovich's gun, TOZ-194, KS-23, IZH-43, Remington 870, Saiga-12K Sturmovik.

Slot machines: 9A-91, AN-94 "Abakan", AN-94 "Abakan" Sniper, AN-94 "Abakan" Assault, AEK-971, AEK-973, AK, AKS, AK-74, AK-74M, AK- 74M Scout, AK-74M Special, AKM, AKM Sniper, AKMS, AKMN, AKS-74, AKS-74U, AKS-74U Saboteur, Steyr AUG A1, FN F2000, HK G36C, HK G36K, OTs-14 "Groza", OTs-14 "Groza-1", OTs-14 "Groza-2", HK-416, L85A2, L85A2 Sniper, L85A2 Tactical, LR-300ML, LR-300ML Sniper, M4, M4A1 Tactical, M16A2, M16A2 Tactical, SIG SG-550, SIG SG-550 Tactical, SIG SG-551, AS "Val", AS "Val" Tactical, SR-3 "Vikhr", FA MAS, AK-12, SCAR-H, SCAR-H Collimator, IMI Galil, G3, AK-104, AK-105, AK-74N.

: G3SG1, L96A1, SV-98, SVD, AVT-40, SVU-A, VSS "Vintorez", VSS "Vintorez" Night, VSK-94, K-98, Gauss gun, Walther WA2000.

Machine guns: MG-42, MG-42 Collimator, MG-4, M249, PKM, PKP "Pecheneg", PKP "Pecheneg" Collimator, RPD, RPD Collimator, RPK, RPK-74.

Grenade launchers: RG-6, RG-6 Unique, RPG-7, M79.

Grenades: F1, RDG-M, DG-05.

Steel arms: 6x4 bayonet, Italian knife, Japanese bayonet, mount.

Other: flamethrower, bolt, binoculars, packs of cartridges, machine gun belts, etc.

Screenshots

Installation:

1) Before downloading the modification, check if there are any fixes for it.
2) Download the modification, as well as available fixes.
3) Make sure you have Pure PM version 1.0006 installed (other versions are not supported).
4) If you have a gamedata folder in the root folder of the game, then delete it or rename it (this modification is incompatible with any other modification).
5) Unpack the archive with the modification.
6) Copy the contents of the bin folder from the unpacked archive to the bin folder in the root folder of the game, making sure to replace all files (partial installation is not supported)
7) Copy the gamedata folder from the unpacked archive to the root folder of the game.
8) Install available official patches.
9) Launch the game, go to options and configure graphics and keyboard. Don't forget to assign the engine start key.
10) Start a new game.
11) Play.

Walkthrough Tips and Notes:

The graphics in the modification are heavier compared to the original game, so don’t try to set everything to the maximum right away.

In the options, you can optionally enable the function of cartridges on the belt.

This modification was developed, tested and debugged exactly in the form in which it was posted. Any changes or additions may lead to unpredictable consequences. Therefore, do not rush to edit, tighten, or adapt something right away, unless you are an experienced stalker mod builder.

Improving relations with any group can greatly affect the way certain missions are carried out. For example, some missions can be completed almost without firing a single shot, while other missions will look completely different. However, the fact of a truce, for example, with the military, will not give you the right to steal cases with documents with impunity - look for alternative options for peaceful passage.

Despite the possibility of concluding a truce, most of the new missions were designed so that you could shoot a lot (well, this is understandable - there are so many weapons...), so sometimes it is extremely important not to miscalculate which weapon to take on a mission. Sometimes you may desperately need a long-range weapon with an optical sight, and sometimes, on the contrary, an RPG with decent ammunition or a powerful shotgun. In general, I note that after the introduction of a new damage calculation scheme, the most universal weapon in terms of reliability/lethality/cost and availability of ammunition turned out to be Kalash 7.62x39 mm caliber. With them, in principle, you can go through the game from beginning to end. It is also highly recommended to have a powerful pistol or, better yet, a revolver, a serious shotgun, melee weapons and plenty of grenades.

You start the game without a detector and a flashlight. Don't forget to buy a flashlight and get a better detector as soon as you have money. Otherwise, without a flashlight, it will be a lot of fun in underground locations, when in the dark zombies will trample on you from all sides. There will be several quests to obtain discounted detectors.

Since the modification focuses on combat, some game elements have also been changed in this direction. For example, the game contains a number of costumes and artifacts that some may even consider cheating. This was done so that during a firefight there would be as little distraction as possible from the use of anti-radicals, energy drinks, etc.

Not all animals are hostile to you. There are two types that are friendly to the GG, so don’t rush to shoot at everyone, even if they are running towards you, but try to figure it out. Friendly monsters, if this happens, can help you fight off hostile ones, and even if they don’t defeat them, they will at least distract attention and you can either run away or calmly shoot the distracted hostile mutants.

Many caches with valuable items will not be marked on the map, so it makes sense to re-explore the vastness of the Zone.

Some story characters have been buffed to make it easier to complete.

Many dialogues have been changed, and a lot of new dialogues have also been added, so read carefully so as not to miss anything and not find yourself in a situation where you don’t know what to do.

Some rare weapons (for example, MP40, M1928) are present in the game in very limited quantities, and unique weapons (marked with a special icon on the icon) are generally in only one copy, so if you need it, do not miss the chance to pick it up.

When picking up a weapon, do not forget to unload it. The cartridges from the magazine/clip of weapons thrown away by killed stalkers do not disappear, as in the original game.

In many places you can use cars to move to another location, even if the crossing is blocked. Just slowly drive up to, say, a barrier and you and your car will be transferred to another location.

During beta testing, the modification demonstrated a high degree of stability, however, just in case, sometimes save the game in different places (God protects the safe).

Pistols:
PM (Model - SAM61, Textures - lafugix, Alexandr_I, animations - r_populik, KingFriday)
PMM (Model - SAM61, Textures - Alexandr_I, animations - r_populik, KingFriday)
PB (Model - GR3B3N, Textures - Alexandr_I, Millenia, animations - r_populik, KingFriday)
Fort-17 (Model/Textures - Vostok Games, animations - Lancew, r_populik, KingFriday)
MP-443 "Rook" (Model/Textures - Infinity Ward, animations - Lancew, r_populik, KingFriday)
GSh-18 (Model - SAM61, Textures - Alexandr_I, BULL5H1T, animations - r_populik, KingFriday)
OTs-33 "Pernach" (Model - RedRogueXIII, Textures - Millenia, Alexandr_I, animations - Lancew)
TT-33 (Model - Mr. Rifleman, Textures - Mr. Rifleman, SAM61, animations - Lancew, r_populik, KingFriday)
Beretta 92FS (Model - Kimono, Textures - Kimono, Millenia, animations - r_populik, KingFriday)
Browning HPSA (Model/Textures - Millenia, Mr. Rifleman, animations - r_populik, KingFriday)
Walther P99 (Model/Textures - LATTEH, Rastaman_vip74 (model bug fixes), animations - r_populik, KingFriday)
HK USP (Model - Syncing, Textures - Crash, Animations - r_populik, KingFriday)
HK USP Match (Model - Kimono, Textures - Millenia, Loner_13, Animations - r_populik, KingFriday)
Colt M1911A1 (Model - Freefall, Textures - Millenia, r0tzbua, r_populik, animations - r_populik, KingFriday)
Kimber Desert Warrior (Model - Rehasher, Textures - bull, Animations - ElectroStalker)
SIG Sauer P220 (Model - SAM61, Textures - SAM61, r_populik, 4Echo, animations - r_populik, KingFriday)
Desert Eagle (Model - Toasty Fresh, Textures - Millenia, 4Echo, r_populik, Animations - r_populik, KingFriday)
Glock 19 (Model/Textures - Crash, animations - r_populik, KingFriday)
Cz 75 (Model - Arby26, Textures - Rafael De Jongh, Animations - Lancew)
FN-57 (Model/Textures - DICE, animations - r_populik, KingFriday)
FNP-45 (Model - Tenoyl, Textures - SAM61, animations - r_populik, KingFriday)
FNX-45 (Model/Textures - Eprdox, animations - r_populik, KingFriday)
APS (Model, textures, animations - OP-2)

Revolvers:
Magnum44 (Models and textures: BF4, animations by r_populik)
SW38 (Models and textures: BF Hardline, animations by r_populik)
Raging Bull (Models and textures: Defuse, r_populik, r_populik animations)
Colt Python (Models and textures: Day-Z StandAlone, 2clip, animations by r_populik)

Submachine guns:
PP-19 "Bison" (Model/Textures - Paul68Rageous, animations - Lancew)
MP5 (Model - Arby26, Textures/animations - r_populik)
MP5SD (Model - Seph, Textures - Crash, Animations - Lancew)
FN P90 (Model - Vostok Games, Textures - Vostok Games, Loner_13, Animations - Lancew)
PP-2000 (Model - Vostok Games, Textures - lafugix, animations - Lancew)
PPSh (model and textures: OGSV, KingFriday animations)
MP40 (model, textures: D.Kruger, animations: FM)
M1928 (model, texture, animation - FM)
UMP-45 (model, textures: New World Interactive, animations - r_populik)

Shotguns:
Mossberg 590A1 (Model - Aggressive Napkin, Textures/animations - r_populik)
MP-153 (model - SAM61, textures - Alexandr_I, animations - r_populik)
Protecta (Model/Textures - DICE, animations - r_populik, transfer - Sla-Sla)
Saiga-12K (Model - 4A Games, Textures - 4A Games, Loner_13, Animations - Lancew)
SPAS-12 (Model/Textures - DICE, animations - r_populik)
TOZ-34 and TOZ-34 sawn-off shotgun (Model - SAM61, Textures - Millenia, r_populik, animations - r_populik)
TOZ-66 and TOZ-66 sawn-off shotgun (Model - SAM61, Textures - Millenia, animations - r_populik)
TOZ-194 (Model/Textures - New World Interactive, animations - r_populik)
KS-23 (model, texture, animation - OP-2)
IZH-43 (model, animation texture: Artistic director)

Slot machines:
9A-91 (Model - kouoaeha, Textures - Millenia, animations - Lancew)
AN-94 "Abakan" (Model/Textures - DICE, animations - r_populik)
AN-94 "Abakan" (Model/Textures - Corvalho, Rafael De Jongh, animations - r_populik)
AEK-971 (Model - Arby26, Textures - Millenia, animations - Lancew, r_populik)
AK (Model/Textures - Adept, Animations - Lancew)
AKS (Model/Textures - Heffy, Animations - Lancew)
AK-74 (Model - Mr. Rifleman, Textures - Mr. Rifleman, BULL5H1T, Millenia, SAM61, animations - Sin!)
AK-74M (Model/Textures - BLACKMETAL, animations - r_populik)
AKM (Model/Textures - Frimenitnet, Animations - Lancew)
AKMS (Model/Textures - Frimenitnet, Animations - Lancew)
AKS-74 (Model/Textures - Mr. Rifleman, animations - r_populik)
AKS-74U (Model - Millenia, Textures - Millenia, GeeP85, ElectroStalker, Crash, animations - GWR)
Steyr AUG A1 (Model - Sarvs, Textures - Millenia, Animations - Lancew)
FN F2000 (Model/Textures - DICE, animations - r_populik)
HK G36C (Model - Arby26, Textures - BULL5H1T, Animations - Sin!)
HK G36K (Model - Maxivz, Textures - Millenia, animations - Sin!, r_populik)
OTs-14 "Thunderstorm" (Model - 1ns1debeast, Textures/animations - r_populik)
HK-416 (Model - DICE, Textures - DICE, Loner_13, animations - r_populik)
L85A2 (Model - Tigg, Textures - r_populik, Animations - Lancew, r_populik)
LR-300ML (Model/Textures - MTindle, Animations - Lancew)
M4 (Model/Textures - Arby26, animations - r_populik)
M4A1 (Model - Sephiris, Textures - Millenia, Animations - Lancew)
M16 (Model/Textures - Tigg, animations - Lancew, r_populik)
M16A2 (Model - Drew, Textures - Millenia, animations - Lancew, r_populik)
SIG SG-550 (Model/Textures - DJ308, animations - r_populik)
SIG SG-551 (Model/Textures - Thanez, animations - r_populik)
AS "Val" (Model - SAM61, Textures - Millenia, animations - Lancew)
SR-3 "Whirlwind" (Model - SAM61, Textures - Alexandr_I, Animations - Lancew)
FA MAS (model, texture, KingFriday animations)
AK-12 (model - DICE, textures - Nomadec, animations - Lancew, r_populik)
FN SCAR-H (model/textures - DICE, animations - Lancew)
IMI Galil (model/textures - Millenia, animations - Lancew)
HK G3 (model/textures - Krycek, animations - Lancew, r_populik)
AK-104 (model/textures - Heffy, animations - r_populik)
AK-105 (model/textures - Heffy, animations - r_populik)

Sniper and just rifles:
G3SG1 (Model - Pac, Textures - Millenia, Animations - KingFriday)
L96A1 (Model - ImBrokeRU, Textures - Millenia, animations - Lancew, r_populik, transfer - OTIS)
SV-98 (Model/Textures - DICE, animations - Prototype)
SVD (Model/Textures - eprdox, animations - Sin!)
SVT-40 (Model - Mr. Rifleman, Textures - BULL5H1T, animations - Sin!)
SVU (Model - Sarvs, Textures - Millenia, animations - Sin!, r_populik)
VSS "Vintorez" (Model/Textures - SAM61, animations - r_populik)
VSK-94 (Model/Textures - Vostok Games, animations - Lancew)
K-98 (model, texture, animations: FM)
Gauss Cannon (Model/Textures - GSC, Animations - KingFriday)
WA-2000 (model, textures: EdgeStylez, animations - Lancew)

Machine guns:
MG-42 (Red Orchestra 2 - model, textures, sounds, Nightmaremutant, Navaro - sounds, jumbo5337 - animations, sounds)
MG-4 (Battlefield 4 - model, textures, Nightmaremutant, Navaro, Ruslanikus - sounds, jumbo5337 - animations, sounds)
M249 (Model/Textures - New World Interactive, Animations - Lancew)
RMB (Model - SAM61, Sarvs, Textures - BULL5H1T, animations - r_populik)
PKP "Pecheneg" (Model/Textures - Vostok Games, animations - r_populik)
RPD (Model/Textures - Vostok Games, animations - Lancew)
RPK (Model/Textures - Heffy, animations - Lancew, r_populik)
RPK-74 (Model/Textures - Heffy, animations - GWR)

Grenade launchers:
RG-6 (Model - GSC, Textures/animations - KingFriday)
RPG-7 (Model/Textures - Unknown, animations - r_populik)
M79 (Model - Unknown, Textures - Millenia, Animations - Lancew)

Grenades:
F1 (Model - SAM61, Textures - IIacTyX, Animations - Lancew)
RDG-M (Model - SAM61, Textures - IIacTyX, Animations - Lancew)
DG-05 (Model, textures - Shocker, animations - Lancew)
VOG-25 (Heffy)

Body kits:
PSO-1 (model, textures: tigg, r_populik)
PKS-07 (model, textures: geoset, r_populik)
ACOG-DICE
Cobra EKP-8-02, PBS-1, TGP-A, ATG, KZRZP, PBS 5.56 - Heffy
PSO-1M2-01 - Paul68Rageous, Alexandr_I,
Cobra EKP-1S-03, PBS-4, EOTech, mufflers - Millenia
C-more Railway Tactical - Odec3D
M203 (tigg, r_populik)
GP-25 - Heffy
1p78: Veteran Mod (arma2)

Other weapons:
Bayonet 6x4 (Model/Textures - Frimenitnet, animations - KingFriday)
Binoculars (Model - SAM61, Textures - r_populik, animations - KingFriday)
Bolt (Model/Textures - r_populik, animations - KingFriday)
Ammo packs - Arsenal, wasp2012, neymeika.
Italian knife (model, texture, animations: Shocker-mod)
Japanese knife (model, texture: FM, animations - r_populik)
Flamethrower (model, texture, animations: Shocker-mod)

Character and monster models: Mainly taken from the topic New NPC Models (PM), most of them by lafugix.

Locations: Stalker Map Pack volume 1.

Other:
Icons: Naf-65, STCOP WP, wasp2012, neymeika.
Main menu and loading screen: SK0RPY0N_O89O.
Sounds: SSR, Arsenal.
Particles: AMIC
Reticles: wasp2012, OWR, Geep_85, Naf-65.
Damage calculation scheme: Mordovan

This modification uses some schemes and resources from OGSE, OP-2, OGSM, Improved Interface, HD Graphics, Photo Zone and a number of other modifications.

If you forgot to indicate anyone or indicated inaccurately, then please simply inform me about the inaccuracy found, and it will certainly be corrected as soon as possible. Thank you!

Special thanks

editor46, Marafon6540, Mordovan, Naf-65, SK0RPY0N_O89O, Space.Marine, Starter, wasp2012.

Corrections:

Cumulative collection of corrections No. 1++ : Download
Includes fixes for crashes when using some unique weapons, explosions of armored personnel carriers at the "Generators" location , weakens large monsters and armored personnel carriers within reasonable limits, strengthens the GG on easy levels of difficulty, adds editor46 corrected animations for reloading AK-12 and RPG-7, corrects a crash that occurs under certain conditions during the dialogue with Sidorovich the Younger and Lukash, corrects inventory proportions boxes and backpacks, and also adjusts the position of quest characters in the Dressing Room and Jupiter locations.

This section contains works by third-party authors.

1) Alternative texture of gloves - Download (author of adaptation: SK0RPY0N_O89O):

Since all weapons are made on CN hands, you can use any texture of CN gloves. Personally, I don’t really like the “camouflage”, so I decided to use a different one. The texture with bumps was taken from OGSM CS. I think this is a beginner's jacket, although I could be wrong.

2) Sounds for Kalash 7.62x39 mm (author etRussk): Download

FAQ:

Question: Is there such and such a weapon in the modification?
Answer: A comprehensive list of weapons is in the section List of weapons.

Question: Will a separate NA weapon be released and is it possible to post just this and this weapon in the topic, and preferably a video so that I can choose?
Answer: There will be no separate weapons store. In this topic, links to individual resources of the New Arsenal are not posted.

Question: I understand. There will not be a separate weapons store, but why was this decision made?
Answer: Many people are not interested in playing a pure game, even with new weapons, and combining them with other mods is difficult. For fashion designers, removing weapons will not be difficult even in the current situation.

Question: Is it possible to install the modification on version PM 1.0004?
Answer: No. Only version PM 1.0006 is supported.

Question: The modification uses its own engine assembly. What's in it?
Answer: The engine contains only standard and stable X-Ray extensions and improvements. Don't worry, nothing experimental or extreme is included in the engine.

Question: I don’t have a very powerful computer, so I’m experiencing terrible slowdowns. What should I do?
Answer: Lower graphics (especially draw distance and grass density)

Question: I have a modern cool laptop, but the performance is below average. Why? What should I do?
Answer: Please note, no matter how cool laptops are, their integrated video cards will never be comparable to full-fledged graphics adapters. Read the previous paragraph.

Question: What are the minimum system requirements for the modification?
Answer: Processor: Intel Core 2 Duo E8400 3.0 Ghz, Video card: at least GTS 250, RAM: DDR2 4Gb, OS: Windows 7 and higher. You can already play comfortably with this configuration.

Question: My game crashes with the Ran out of memory log. Why is this happening and what should I do?
Answer: The most likely reason for such crashes is incomplete installation of the modification; in particular, the wrong XR_3DA.exe that comes with the modification is used. Install the entire mod.

Question: I have a blurry picture in dynamic lighting. What should I do?
Answer: Quite a rare phenomenon, probably depending on individual types of graphics adapters. Solution: in the user.ltx file we find the line r2_aa on and change to r2_aa off.

Question: Is it possible to combine this modification entirely with OGSM, AMK, etc.?
Answer: No. This modification is incompatible with any other global modification. However, adaptations of the weapons system with OGSM and AMK are currently being prepared. There will be no other adaptations.

Question: Is the curved RPD-44 tape corrected in the current version?
Answer: No. Once this bug is fixed it will be reported.

Question: The modification comes with such and such files, but I don’t want to install them, since I have my own favorite versions of these files. Is partial installation or combination allowed?
Answer: No. Partial installation, as well as combination, are not supported. Experiment at your own risk. If problems arise due to incomplete installation, you will have to solve them.

Question: Where can I find the code for such and such a door? He is absolutely nowhere to be found!
Answer: Click on the "info" button next to the task in the PDA, after which a description of the task will appear, and in it the code for the door.

Question: Will such and such a weapon on hybrid or other exotic hands be added to the modification?
Answer: No. All weapons are in modification with the exception of one in the hands of CHN/ZP. The number of exceptions will not increase.

Question: Such and such a gunsmith has very cool machine guns, pistols, knives, etc. Why don’t you include them in the New Arsenal?
Answer: First of all, take the time to compare the resources of the proposed weapons, as well as the authorship of these resources. In most cases, it will turn out that you are offering resources that are also available in NA.

Question: I am an experienced gunsmith and I discovered such and such shortcomings in the animations. But when I carried this weapon, everything was fine with me. Are you not going to correct these shortcomings?
Answer: If you're a truly experienced gunsmith and you think you've found something wrong, why don't you just help fix it? In the same form, your message looks more like trolling.

Question: Why is there this nasty pack of locations in the modification? Now we can do much better. For example, I create amazing locations!
Answer: Amazing! When will you be able to start manufacturing and connecting locations to the New Arsenal?

Question: I am incredibly cool as a mapper, scripter, texture designer, etc. and so on. And I specifically came into this topic to remind you of this! Do you recognize my awesomeness?
Answer: Your awesomeness will be recognized only if, instead of chatter and self-praise, you provide real help to the project. Otherwise, you will be recognized as having slightly different properties.

Question: It seems to me that some modification resources should be optimized. Don't you think so?
Answer: Please note that this is a topic for players, not developers. For any questions regarding improvement, please contact us in PM. If you want to help, there is always a job for you!

Question: Why are there so few weapons in the modification? Just 100 something. I want it to be 100500.
Answer: As already noted, mostly modern and high-quality barrels are added to the NA. If you need more weapons, make them, add them yourself, there are plenty of templates for this on the Internet.

Question: Why do some weapons have their front sights raised?
Answer: This was done for technical reasons, to hide, for example, the butt sticking into the screen at a low value scope_zoom_factor or make aiming more convenient.

Question: Everything is very bad. Everything infuriates and freezes me. What should I do?
Answer: Delete the mod and do something else. I'm afraid this project will not suit you in any form.

Absolutely all the weapons in the game have been replaced with higher quality and modern analogues, and a lot of new popular weapons have been added for almost every taste.
For some types of weapons, unique features have been added, such as: running animations with an under-barrel grenade launcher and walking animations, changing rate of fire.
The original plot has been expanded into several voluminous missions; in addition, a lot of secondary and several new cyclical tasks have been added.
Most of the new missions were designed to allow for more shooting, and some of the original missions were also changed in this direction.
For some missions, there is the possibility of an alternative peaceful passage.
The area has increased in size several times, and greater freedom of movement has been added, including using vehicles with luggage racks.
The most popular and advanced engine changes X-Ray extensions are integrated into the modification (for example, new slots, cartridges on the belt, sunshafts, etc.).
The modification contains a number of popular extensions, such as: weapon repair, expanded arena, looting, "grenadierism", new monsters, sleep, freeplay, etc.
A lot of new costumes, characters, merchants and visuals have been added, as well as improved graphics.
Added the ability to join almost all factions, as well as the possibility of concluding a truce with all factions.
There are many other changes that are simply impossible to list in full.

List of weapons:
Pistols: PM, PMM, PB, PB Night, Fort, MP-443 "Rook", MP-443 "Rook" Night, GSh-18, GSh-18 Sport, OTs-33 "Pernach", TT-33, TT- 42, Type-54, Beretta 92FS, Beretta 93r, Browning HPSA, Walther P99, HK USP, HK USP Match, Colt M1911A1, Kimber Desert Warrior, SIG Sauer P220, Desert Eagle, Desert Eagle Unique, Glock 19, Cz 75 FA, FN-57, FNP-45, FNX-45, CZ 52, APS.

Revolvers: Colt Anaconda, Colt Python, Raging Bull, Taurus .45 Colt, S&W Centennial, S&W Centennial Tactical.

Submachine guns: PP-19 "Bison-2", PP-19 "Bison-2-07", MP5, MP5 under 9x18 mm, MP5SD, FN P90, PP-2000, PPSh, MP40, M1928, UMP-45.

Shotguns: Mossberg 590A1 (replaces Winchester), Shotgun Anomalous, MP-133, MP-153, Protecta, Protecta Camouflage, Saiga-12K, SPAS-12, SPAS-12 Sniper, TOZ-34, TOZ-34 Okhotnik, sawed-off TOZ- 34, BM-16, sawn-off shotgun BM-16, Sidorovich's gun, TOZ-194, KS-23, IZH-43, Remington 870, Vepr-Molot.

Assault rifles: 9A-91, AN-94 "Abakan", AN-94 "Abakan" Sniper, AN-94 "Abakan" Assault, AEK-971, AEK-973, AK, AKS, AK-74, AK-74M, AK -74M Scout, AK-74M Special, AKM, AKM Sniper, AKMS, AKMN, AKS-74, AKS-74U, AKS-74U Saboteur, Steyr AUG A1, FN F2000, HK G36C, HK G36K, OTs-14 "Groza" , OTs-14 "Groza-1", OTs-14 "Groza-2", HK-416, L85A2, L85A2 Sniper, L85A2 Tactical, LR-300ML, LR-300ML Sniper, M4, M4A1 Tactical, M16A2, M16A2 Tactical, SIG SG-550, SIG SG-550 Tactical, SIG SG-551, AS "Val", AS "Val" Sniper, SR-3 "Whirlwind", FA MAS, AK-12, SCAR-H, IMI Galil, G3, AK-104, AK-105, AK-74N, Samopal vzor 58, .

Sniper and just rifles: G3SG1, L96A1, SV-98, SVD, AVT-40, SVU-A, VSS "Vintorez", VSS "Vintorez" Night, VSK-94, K-98, Gauss gun, Walther WA2000, SKS, M1891, Gewehr 43, Type 63.

Machine guns: MG-42, MG-42 Collimator, MG-4, M249, PKM, PKP "Pecheneg", PKP "Pecheneg" Collimator, RPD, RPD Collimator, RPK, RPK-74.

Grenade launchers: RG-6, RG-6 Unique, RPG-7, M79.

Grenades: F1, RDG-M, DG-05.

Edged weapons: 6x4 bayonet, Italian knife, Japanese bayonet, crowbar, machete.

Other: flamethrower, bolt, binoculars, packs of cartridges, machine gun belts, etc.

Walkthrough tips and notes:
The graphics in the modification are heavier compared to the original game, so don’t try to set everything to the maximum right away.
In the options, you can optionally enable the function of cartridges on the belt.
I strongly recommend that the most courageous players play on the master without resorting to cheating. I advise those who are not brave to play exclusively on the beginner level.
This modification was developed, tested and debugged exactly in the form in which it was posted. Any changes or additions may lead to unpredictable consequences. Therefore, do not rush to edit, tighten, or adapt something right away, unless you are an experienced stalker mod builder.
Improving relations with any group can greatly affect the way certain missions are carried out. For example, some missions can be completed almost without firing a single shot, while other missions will look completely different. However, the fact of a truce, for example, with the military, will not give you the right to steal cases with documents with impunity - look for alternative options for peaceful passage.
Despite the possibility of concluding a truce, most of the new missions were designed so that you could shoot a lot (well, this is understandable - there are so many weapons...), so sometimes it is extremely important not to miscalculate which weapon to take on a mission. Sometimes you may desperately need a long-range weapon with an optical sight, and sometimes, on the contrary, an RPG with decent ammunition or a powerful shotgun. In general, I note that after the introduction of a new damage calculation scheme, the most universal weapon in terms of reliability/lethality/cost and availability of ammunition turned out to be Kalash 7.62x39 mm caliber. With them, in principle, you can go through the game from beginning to end. It is also highly recommended to have a powerful pistol or, better yet, a revolver, a serious shotgun, melee weapons and plenty of grenades.
You start the game without a detector and a flashlight. Don't forget to buy a flashlight and get a better detector as soon as you have money. Otherwise, without a flashlight, it will be a lot of fun in underground locations, when in the dark zombies will trample on you from all sides. There will be several quests to obtain discounted detectors.
Since the modification focuses on combat, some game elements have also been changed in this direction. For example, the game contains a number of costumes and artifacts that some may even consider cheating. This was done so that during a firefight there would be as little distraction as possible from the use of anti-radicals, energy drinks, etc.
Not all animals are hostile to you. There are two types that are friendly to the GG, so don’t rush to shoot at everyone, even if they are running towards you, but try to figure it out. Friendly monsters, if this happens, can help you fight off hostile ones, and even if they don’t defeat them, they will at least distract attention and you can either run away or calmly shoot the distracted hostile mutants.
Many caches with valuable items will not be marked on the map, so it makes sense to re-explore the vastness of the Zone.
Some story characters have been buffed to make it easier to complete.
Many dialogues have been changed, and a lot of new dialogues have also been added, so read carefully so as not to miss anything and not find yourself in a situation where you don’t know what to do.
Some rare weapons (for example, MP40, M1928) are present in the game in very limited quantities, and unique weapons (marked with a special icon on the icon) are generally in only one copy, so if you need it, do not miss the chance to pick it up.
When picking up a weapon, do not forget to unload it. The cartridges from the magazine/clip of weapons thrown away by killed stalkers do not disappear, as in the original game.
In many places you can use cars to move to another location, even if the crossing is blocked. Just slowly drive up to, say, a barrier and you and your car will be transferred to another location.
During beta testing, the modification demonstrated a high degree of stability, however, just in case, sometimes save the game in different places (God protects the safe).

Stalker New Arsenal 5.1 was a very serious reboot of the project and the original version of the game project Stalker Shadow of Chernobyl as a whole. The modification has acquired a very expanded range of weapons and ammunition, a huge number of gameplay innovations and gaming systems. Now the scale of the game areas has expanded quite significantly, which has led to the addition of transport for quick movement between locations. Along with the advent of a new system for upgrading weapons and the arena, the plot and quest component was significantly revised, which received an updated plot, with several voluminous branches.

It’s not at all difficult to guess from the name that the mod improves and diversifies the weapons component of the game project. The modification has dozens of types of modern, beautifully drawn barrels with excellent shooting and reloading animations. In addition to the added weapons, Stalker New Arsenal 5.1 will delight you with unique, single and cyclic quests in new locations.

Features of Stalker New Arsenal 5.1

  • The modification will please you with changes and innovations, you can familiarize yourself with them after you decide to download Stalker New Arsenal torrent on our website using the link below.
  • In the game project, all weapons have been replaced with higher quality and modern analogues, and a huge number of new popular weapons have been added to suit almost every taste.
  • By the way, unique features have been added for many types of weapons, such as running animations with an under-barrel grenade launcher and walking animations that change the rate of fire.
  • Stalker New Arsenal 5.1 has an original storyline, which has been expanded into several voluminous missions; in addition, many secondary and several new cyclical tasks have been added.
  • Many of the new missions were designed in such a way that you could shoot a lot, and some of the original missions were also changed in this direction.
  • By the way, for some missions there is the possibility of an alternative peaceful passage. Now the area has increased in size several times, and greater freedom of movement has also been added here, including with the help of vehicles with luggage racks.
  • In addition to all of the above, the mod has added the ability to join all factions, as well as the possibility of concluding a truce with all factions.

On this page, using the button below, you can download Stalker New Arsenal 5.1 via torrent for free.