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Call of Pripyat: Special Edition Mod

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  04:52:54  2 March 2016
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Khimicheskiy Ali
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On forum: 01/10/2015
 

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Khimicheskiy Ali
03/02/2016 11:11:18
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Call of Pripyat: Special Edition (v0.9) by Khimicheskiy Ali

MODDB PAGES

http://www.moddb.com/mods/call-of-pripyat-special-edition

http://www.moddb.com/mods/call-of-pripyat-special-edition/downloads/call-of-pripyat-special-edition-mod-v09

DESCRIPTION

This mod is a subtle "Special Edition" or "vanilla plus" version that adds bug fixes, replay value, extra functionality and content to the game, all while retaining that overall vanilla feeling, rather than the feeling of a vanilla game with various mini-mods tacked on as an afterthought. With that in mind, this mod is generally for those who have never played the third S.T.A.L.K.E.R. game, or have played through it once, and would like to have a few more vanilla-style playthroughs before moving on to the story-altering or difficulty mods.

QUICK STATISTICS

*New one-off missions and simple but repeatable quests to keep you occupied in free-play mode, including a chance to work for Shishak.
*New gameplay features, such as donating to factions, kicking mutants, looting money, harvesting mutant parts, using repair kits, and Tremor's drug-swap service.
*Reworked achievement bonuses and penalties that have a more meaningful impact on your game, and 2 brand new achievements to earn.
*8 new weapons, including 4 gun variations and 3 artifact grenades.
*11 new armors, including the Sunset suit, and lootable Boss jacket and SSP-99M Suit.
*17 new synthetic artifacts that can be bought or looted.
*29 new lootable PDAs revealing hints, tips, stash locations or unique back-stories.
*30 new consumables, including harvestable mutant parts and drugs with new properties and side effects.
*49 new books to collect, some through looting and others only through trading. Includes an 11 (obviously micro) volume summary of Roadside Picnic.
*27 new texture variations for unique characters, generic NPCs and mutants.
*4 new dynamic combat music tracks inspired by the 70s and 80s horror/sci-fi movie soundtracks.
*Increased role-playing: when siding with a faction and unlocking the relevant achievements, the other factions treat you as such (become hostile or refuse your help), and you can even gain additional dialogue choices that allow you to complete goals differently.
*Increased replayability: almost all stash locations, cash amounts and some items are now randomly chosen, meaning you'll receive different rewards on each playthrough. You may even receive an item as a reward for a certain task in one playthrough, then receive a cash amount or stash location for the same task in another.
*You can drag dead mutants and humans, pick up and drop most objects, and shoot out lights.
*Includes Rulix's AI fixes and the original Pripyat Reclamation Project that fixes several bugs.

CHANGES

GAMEPLAY

*Game now begins with more of a bang: at 10:45 in the evening during a nearby bloodsucker attack, forcing you to use your torch and get to the safe spot as soon as possible. The new torch (with a smaller radius but longer distance) adds to the increased tension and makes night time stalking in general a viable option.
*Starting equipment changed. The starting money has also been reduced to a low, random amount (between 130 / 330 rubles).
*Protagonist's walk and run speed slightly lowered. Maximum carry and walk weight has also been raised by 5 KG (55-65 KG).
*Starting armor is now the Sunset bodysuit. This is a lighter and slightly weaker variant of the Sunrise bodysuit that has no built-in artifact containers.
*A named Sunrise bodysuit can now be looted from Petruha if he dies during his quest or you simply decide to kill and rob him. However, this suit is slightly defective and provides no thermal protection (hence his predicament.).
*A subtle sway effect added for when aiming weapons.
*The Stingray 2 and Area maps missions have been merged into one task.
*Traveling to Jupiter is not possible until after the area maps have been retrieved and shown to Pilot. This creates a bigger and more paced sense of progression. Pilot's price also remains at 3,000 rubles.
*All stash rewards are now randomly chosen, meaning you will be awarded different stash locations on each playthrough. You are also only given one stash location per reward.
*Most cash rewards are now random, meaning you will be awarded different amounts on each playthrough. Obviously there is a minimum and maximum cap on the amount you receive, dependant on what task you're being rewarded for.
*A few item rewards are now randomly chosen (usually a choice between 2 or more items). You may even receive an item as a reward for a certain task in one playthrough, then receive a cash amount or stash location for the same task in another.
*New "Luck of a Saint" achievement added. It is unlocked by gaining several 'best' outcomes for random rewards. This in turn will earn you some larger than normal rewards. For example, Sokolov will also give you some money along with the medkit if you hand in his note. Some storyline NPC may also feel generous towards you during the remaining course of your playthrough.
*Hassling people about issues now has its benefits. If you keep hassling Pilot about taking you to Jupiter before giving him the maps, he may give you a bottle of vodka and tell you to chill with him.
*If you earned the Luck of a Saint achievement, you will now be given the new Tourist suit by Beard. Requirements are earning the One of Us achievement and completing the missing stalkers questline.
*If you've earned the Luck of a Saint achievement before entering Pripyat, you will now be given the new Bulat Psi-Suit with limited psi protection, rather than the regular Bulat suit that has no psi protection whatsoever.
*Repeatedly siding with one faction over the other (and unlocking the relevant achievements i.e. Friend of Duty/Freedom or One of Us/Boss) may create allies who provide you with missions and benefits, but it may also create a hostile opposition who will attack on sight, or a suspicious opposition who will provide no further missions (thus increasing role-playing and replayability).
*Those who side with Duty over Freedom during the campaign now receive a lot more money as reward for handing in PDAs. This balances out the benefits you receive in freeplay mode if you side with Freedom.
*Uncle Yar no longer provides his services for free. However if you side with Freedom (rather than stay neutral, or side with Duty) he will provide his services to you for cheaper than his competitors.
*You can now donate money to the faction (Duty/Freedom) of your choice. Donations of 1,000, 10,000 and 100,000 rubles can be made to Shulga or Loki. Payments can be made repeatedly, but the first payment of 100,000 rubles will unlock the relevant Friend of Duty/Freedom achievement, causing the opposing faction's leader to refuse any further help from the player. If, during the course of your playthrough, the relationship with your faction-of-choice begins to wane (due to your actions against its members), you can make them "green" again by donating another 100,000.
*A new mission to assassinate Jack is given by Shulga once you gain the Friend of Duty achievement and have resolved Vano's debt (obviously without killing him in the process).
*If you have the Boss achievement, you can threaten Prof. Hermann into giving you missions. There is no need to have a suitable armor. You can also lie to Cardan and cheat him out of money.
*The Boss achievement is now the Friend of Bandits achievement. Gaining it means that bandits will come to your aid when you are fighting hostile NPCs that belong to another faction.
*The exoskeleton no longer allows for sprinting. However, there is still a unique variant that allows for sprinting which can be unlocked later in the game.
*The scientific outfit is more expensive and no longer available from the Jupiter and Zaton traders. This means a trip to Zaton when the time comes, rather than a five second stroll across the road. It also gives Nimble a more meaningful role and forces the player to interact with him at least once during a playthrough.
*Nimble now also sells special artifact grenades: these are the F1 Electro grenade, RGD-5 Chem-Punch grenade and the GD-05 Thermal grenade.
*Weapons drawing and holstering can now be heard by nearby NPCs (up to 5 meters away).
*Stalkers now usually carry some half-used / worn items (old bandages, out-of-date Energy drinks, half-used drugs) that are less effective than the unused variants. Unused items must be bought from a proper trader or medic.
*Drugs and medical items are no longer available from the Zaton trader. This makes more sense since he is a weapons dealer. It also makes the player feel the impact if they lose the medic and balances things out once they start receiving the free gifts.
*Tremor now offers the player a counter-mission to kill Grouse. If Tremor lives, he provides a "drug swap" service, where he will swap any half-used/old drugs you have looted with new versions.
*Killing Grouse will obviously fail the "Missing stalkers" mission, however on completion of the "Tremor's vengeance" quest, the lift and basement doors to the Krug Antenna Complex will both be open. So will the door to Tremor's shack. This means the "Tell Beard about the bloodsuckers lair" and "Thrill Kirill" missions can both still be obtained and completed regardless of when you kill Grouse. It also means there is now another shelter and equipment box available to the player even without completing the "Missing stalkers" mission.
*The substation hatch in Jupiter is open from the beginning, so the room below can be used as another shelter.
*Zulu's tower is now separate from Yanov station, so it can be used as a shelter even when Yanov is on alert.
*Food items are now slightly radiated (this can be easily resolved by finishing every meal with a drink of vodka), and their properties have been altered for variety.
*Hydrogel pills are sold by the scientists. They take away hunger without radiation poisoning but are more expensive than food and vodka. Half-used versions can also be looted from generic NPCs.
*No more multipurpose consumables: Medkits only give you health, they no longer stop bleeding. Bandages only stop bleeding and food only fills hunger, they no longer give you health.
*Armor and weapon repairs are now twice as expensive. Upgrades are four times as expensive.
*You now receive repair kits as rewards from technicians for handing in toolkits. Repair kits can be used in emergencies while out in the Zone and repair 25% of damage to weapons and armor. They are sometimes dropped by NPCs but are not sold at any of the traders.
*Key NPCs have lootable PDAs on their corpses. These may reveal stash location hints, mission hints, or personal notes made by the NPC. They can be traded with Owl or Hawaiian for a nominal sum (35 rubles) or collected as a memento of its murdered owner.
*Loot on bodies and sale prices of items drastically reduced to encourage artifact/mutant hunting, scavenging and trading in between missions.
*A Wealthy Client achievement replaced by the new Millionaire achievement. Although this will cause most traders to increase their prices, this still rewards long term players by providing a valid reason to keep playing in freeplay mode and a way to spend more of the money that has been amassed.
*The "Millionaire's package" includes 3 unique items, the Hydraulic exoskeleton, the PKM-LW and the Synthetic Pulse artifact. These are obtained through a (failable) mini-quest triggered by the Millionaire achievement.
*Items that are usually unlocked by "Wealthy Client" are now sold by Zaton and Jupiter traders once you return for the first time from Pripyat.
*Become a mutant hunter: you can now earn a decent living in the Zone as a mutant hunter. Harvesting parts from more dangerous mutants means more money from traders. If you're hungry and desperate enough, you can even eat the mutant parts. However, that's not recommended unless you have some anti-radiation drugs close by.
*Become a trader: some items, such as PDAs and musical instruments, can be bought wholesale from established traders and sold on to stalker for a small profit.
*Stalkers are more choosy concerning the condition of items you sell them and have less money to spend, but they buy items for more than traders who accept almost everything but offer less in return.
*Become a scavenger and loot money from corpses. The amount of money found on corpses depends on their faction and rank.
*5 sets of books (totalling 49 individual books) are available to collect, some through looting and others only through trading. The sets are Zone Bestiary, History of the Zone, Zone Guide, Zone Factions and Roadside Picnic.
*Smaller mutants tend to hunt in larger numbers. So you can now conserve your ammo by killing tushkanos with well placed kicks that will send them flying.
*Markers are placed to record cleared stashes, helping you avoid any unnecessary back-tracking.
*Quest items (such as half artifacts, documents, broken Gauss rifle etc.) can now be removed from your backpack and stored away until needed. This allows you to enjoy the freeplay mode or take a break in between missions without having to carry any unnecessary weight.
*The weather cycle now includes an occasional "foggy" profile that increases atmosphere and variety. There is also a slightly higher chance of general bad weather (rain/thunder).
*Hawaiian the Jupiter barman now offers you a delivery job, taking drinks to his customers. No real benefit to the player, but it does help make the place feel more like a working bar.
*New synthetic artifacts that are slightly weaker and more expensive than regular artifacts are sold by Beard mostly in place of the regular artifacts that he usually sells. This makes you have to actually go out and hunt for most artifacts rather than just have them all available to purchase as needed. These new artifacts are "dead" man-made items. Thus they do not emit radiation or show up on detectors (nor do they need to since they are not invisible), but they do need the blood of the wearer to power it. This also means added stategy and fun mixing and matching both types of artifacts.
*Artifacts are more varied in their pricing. They are also more expensive to buy and cheaper to sell, and you receive less money as reward for Beard's artifact hunting missions.
*Artifacts are a lot heavier depending on their rank (except for those that increase your carry weight which now weigh nothing). This means artifact expeditions cannot last forever and need more planning. This also makes the unique artifacts (Compass, Oasis) a lot more appealing to keep.
*Wound resistances upped on weaker stalkers so they now stand a fairer chance against dogs and flesh.
*Bloodsuckers and Chimeras now hunt in packs. Some of the other mutant squad numbers have also been raised.
*Giants are slightly faster, bloodsuckers are slightly slower, and dogs are slightly weaker (i.e. less annoying).
*Dogs and flesh now behave more like they do in SSoC. If you thin their packs down, the remaining mutants will panic and run away. The stronger flesh and dog variants are less likely to run away and will continue attacking you, so it is best now to target the stronger of the packs first.
*In addition to humans, pseudogiants and chimeras now view each other as priority targets (makes more sense than two giant enemies seemingly joining forces to attack a weak human).
*Zombified stalkers now fight with some mutants.
*Upon death, most NPC-types sometimes (1 in 100 chance) have low-level artifacts and mutant parts in their inventory, and very rarely (mostly around 1 in 1000 chance) have all other artifacts and mutant parts in their inventory.
*Dwarf the cashier is now a bandit trader. He is an all-round trader, and the only trader who buys and sells books. His stock is initially limited and the prices are quite high, but gaining the Friend of Bandits achievement or helping Shishak's gang will provide the player with a good discount and upgrade his supplies.
*Jack's Protecta shotgun is now a unique, fully upgradable variant of the stock Protecta with a higher RPM and ammo capacity than a regular model.
*Like Jack with his shotgun, Shishak now carries special loot: a named, brown "Boss" trench coat. It's a fully upgradable variant of the black leather trench coat with 4 built-in artifact containers and allows up to an extra 12kg of weight to be carried.
*If you're playing as a bandit, a normal "Boss" trench coat can still be obtained without the need to kill Shishak: Owl and Dwarf will sell it once it is unlocked by gaining the Friend of Bandits achievement.
*Once you have paid to "Free Mitay", Shishak will now offer you three missions, including a repeatable quest to fence stolen credit cards (these can be obtained by killing and looting stalkers (they have a 1 in 20 chance of spawning in their inventory)), and a one-off mission to find and rob a rich stalker named Kirill.
*On completion of Shishak's missions, Shishak's entire 17-man crew will become friendly and there is no need to holster your weapon in their company. If you've already looted Kirill and completed that mission before leading Mitay out of the container warehouse or have gained the Friend of Bandits achievement, Dwarf will also not rob you.
*If you've earned the "Luck of a Saint" achievement and keep hassling Shishak about any new jobs, he may give you a bonus (cash + stash). Requirements are completing his questline and entering freeplay.
*New Lowlife achievement that can be earned by the player choosing to do the nastier missions and options. It makes use of the added missions and dialogue choices in the Special Edition mod.
*If you've earned the Lowlife achievement before earning the Friend of Freedom achievement, you can still benefit from a 100,000 ruble donation to the cause: Loki will thank you with the new Kombez Wind suit that has higher electrical protection than the regular Wind of Freedom suit.
*A named SSP-99M Ecologist suit can be looted from Sokolov's body if he dies in the Underground or from Serbin in Pripyat. A normal version can possibly be bought from traders once you have been to Pripyat for the first time, depending on what quests you have completed.
*Since it is now possible to loot Sokolov's suit, you are also given a new dialogue option that allows you to return it to the scientists, if it is in your inventory. If you're actually wearing the suit while speaking to Hermann, you are given no such option: he will take the suit from you.
*The Big Ben pistol from SSoC has been added. It can be obtained by gaining the 'good' reward from the scientists for returning Sokolov's suit. If you do not gain the 'good' reward from the scientists, Nimble will offer the Big Ben for sale to the player, the next time they visit him.
*Barge's Sunrise suit is now a Sunset suit. It, along with Joker's gas mask and Snag's steel helmet and weapons remain upgraded but are now unique, slightly heavier, named variants. Meaning there is still a reason to collect tootkits and upgrade your own versions of each item (the weight reduction upgrade to Barge's Sunset suit has also been switched for another upgrade.).
*Key bandit NPCs now notice when you're wearing one of the stalker-related outfits if you've earned the Friend of Bandits achievement and will comment on it. This adds to role-playing/immersion, and also gives you a one-off chance to purchase a Boss outfit at a discount price.
*Key stalker NPCs also notice when you're wearing a bandit-related outfit if you've earned the One of Us achievement and will comment on it.
*Tuna's character has been fleshed out with new dialogue options, unique starting dialogues etc. He's more like a random insult generator, but you do get a second chance at getting some money out of him.
*Once the Pioneer achievement is gained, medics will sell cooked mutant parts that have medicinal properties: boar legs cure hunger and radiation, chimera claws stop bleeding and restore health, and psuedogiant eyes make its eater almost invincible and extremely powerful for a short period of time. These items all have side effects.
*Medics now sell Modafinil B2 pills from the start. They counteract the side effects of alcohol and other drugs that cause drowsiness. Each dose removes half the effects of a dose of alcohol. Half-used versions can also be looted from generic NPCs.
*Smoke grenades are now available to purchase from the Jupiter barman. These are great for flushing out enemies while avoiding friendly fire. They are also used by some NPCs.
*New suits, artifacts, weapons, PDAs, medicine and miscellaneous items can be looted from various characters throughout the game. Some of these items are unique and can only be acquired through killing/looting them.
*A new ex-military trader named Turncoat arrives at the Laundromat in freeplay mode. He will offer to buy and sell only rare ammunition.
*New mini-mission where the player can help expand the new trader's inventory by convincing one of the other traders to become his new supplier. This means you will get to choose what sort of gear Turncoat will eventually buy, sell and stock.
*The Zone is a dynamic place: you can drag dead bodies, pick and drop most objects, shoot out lights and more.
*You will have to pay a guide 15,000 rubles if you miss the helicopter or decide to stay in the Zone and want to leave later.
*Various other small changes to the gameplay.

GRAPHICS

*No more stretched sky boxes when using DX9 or DX10.
*Terrain, foliage and weather textures look more like they do in SSOC, giving the game a much more unsettling atmosphere.
*Ingame map, icons, quick key and health/ammo indicators are transparent in key areas making them less intrusive. Compass and the various bars also have a subtle noise effect added.
*Higher-resolution global map. And ingame maps are clearer, making them a lot easier to use.
*Unique, subtle textures provided to some key characters, including: Shishak, Crab, Tuna, Jack, Snag, Nimble, Knuckles, Sparticus, Kremen, Gavrilenko, Dwarf, Monolith Master. This adds visual variety and makes the game more interesting because these characters are now easier to spot when they are out traveling the Zone (it is a lot more satisfying to be able to identify Jack in the middle of his huge gang of followers without having to hover your crosshair over each individual bandit) or when you are involved in a firefight with them (for example you can now target Knuckles or Sparticus much easier).
*New subtle "group" textures provided to some lesser characters, including: Awl, Petruha, Crest, default stalker rivals, Topol's men, Senkha, Senya, Garmata, Mitay, Striker's men (once in Duty or Freedom). Same benefits as the previous point, but they are not completely unique.
*New faction-wide textures include: bandit tracksuit bottoms come in three varieties, bandanas come in two varieties. And there are now balaclava-wearing zombified bandits.
*New mutant texture varieties: strong boars now have pealing skin and strong flesh have their unused alternate texture. This makes mutant hunting a more strategic and immersive affair as the hunter can now easily identify and target the stronger/weaker of the pack.
*Lassie, Noah's pseudo dog, has a unique texture and bump map. She now wears a pair of doggles (Noah's a bit loco and Lassie's his pet, so it makes sense.).
*New items such as old bread, half-used pills have new textures.
*STOP signs in the game are now in Cyrillic rather than Latin characters.
*Controller hit texture effect is now less obvious and has a scanline effect added.
*New missions, achievements (Friend of Bandits etc.) and features (such as harvesting mutant parts) have their own unique icons.
*Loading menu now has a more intricate 80s style static screen.
*Various other small changes to the graphics.

SOUND

*Four new and original dynamic combat music tracks composed especially for STALKER and inspired by the 70s and 80s horror/sci-fi movie soundtracks (such as the early work of John Carpenter and the original Alien movie).
*Zaton and Jupiter bases now have working radios (albeit with poor reception causing lots of static) that play STALKER affiliated music and faction propaganda transmissions.
*Nitro's working radio can be picked up and carried to any outdoor location in Jupiter but the music will attract mutants.
*Jupiter barman is quieter and his phrases are shorter and less annoying.
*Blowouts are accompanied by menacing, rhythmic, ambient sounds (siren + horn).
*The blowout warnings themselves now have static interference that increases the closer a blowout gets. And base "megaphone" announcements are louder and sound like they are coming through a megaphone type speaker.
*Main menu music has is louder and has a "tuned in" effect at the beginning and end. The track also features Russian language radio chatter and static throughout.
*The music that is played over the credits no longer gets cut off awkwardly. The music itself has also been swapped with the original introduction music. Ambient sounds have also been added to match the background scene.
*Russian language voice-acting restored for generic NPCs (such as when they greet you, tell you to holster your weapon or speak to the boss).
*Player walk and hud (firing, reloading, using items) sound volumes increased.
*Rather than silence, a menacing tone now plays upon the protagonist's death.
*Some new shot, holster, draw and item use sounds.
*Musical instruments that are now sometimes dropped by the Zombified on death can also be "played" by selecting "use" in the inventory screen.

TEXT/UI

*Dialogue, UI texts, item and achievement descriptions, loadout texts and more have been fully updated to reflect the new gameplay additions.
*Almost every character in the game now has a first and second name, rather than only the generic NPCs.
*Some storyline NPCs that had randomly generated names have been given proper names.
*All weapons and all references to those weapons use their real-world names.
*There is now 200 inventory grid cells instead vanilla's 98, meaning more items are visible in the backpack and trade interface.
*Artifacts on the Svarog detector display plus symbols improving visibility in multiple lighting conditions, enhancing distinction between low and high grade artifacts, and preventing an anomaly symbol from obscuring an artifact symbol.
*Few other minor changes to the dialogue and UI texts, including those that are immersion-breaking (fughetaboutit).
*Spawn menu available once a game is in progress. Allows the player to spawn vanilla and Special Edition weapons, ammo, addons, armor, items, artifacts, generic NPCs, and storyline NPCs. Also allows you to choose the distance and direction they are spawned from.

FIXES

*Includes Rulix's AI fixes and the original Pripyat Reclamation Project that fixes several bugs, such as the multiplying crows, unreachable stashes, etc.
*Berill-5M Armor Upgrade fix allow the Berill-5M armored suit to be upgraded.
*You can now collect over 255 artifacts without having your save games corrupted.
*Increased range for the knife's secondary attack. Now matches the primary attack.
*Protagonist can be seen wearing the appropriate helmet when viewed from the third person in cut-scenes and after death.
*Afterlife camera can be controlled by pressing ESC then A once you are dead.
*No longer have to press "wear helmet" when selecting to remove it or press "remove helmet" when selecting to wear it.
*Written dates in the introduction sequence now match the spoken dates. So do names (Nitro is no longer referred to as Azot).
*Tweaked game relations so bloodsuckers and dogs do not chase each other in an infinite loop and there are less "pile ups" of fighting mutants.
*The gasmask upgrade no longer provides 10x the amount of psy protection than it is supposed to.
*You can now collect Magpie's loot from Hawaiian once you've unlocked the Courier of Justice Achievement.
*Fixed the issue with misaligned achievement images where they would all show a little of the next achievement image in the texture file.
*Mitay now becomes a friend once the mission to free him has been completed. So do Strider and Topol and his squad when their respective tasks are completed.
*The Checkpoint in Jupiter can be used as a shelter even before accepting the Vano task. Previously, the bandit guard would allow you in during an emission but you would still die from it.
*The scientist's bunker outer-door now works as intended and will be locked if you have your weapon out. Previously you could still open the door and your weapon would auto-hide once you're inside.
*Hawaiian no longer pays you more for goods if you side with Duty.
*If you escape Tuna before he can speak to you and complete the "Strange glow" quest, he and his squad will become hostile rather than breaking the game.
*Storyline NPCs now sometimes play their greeting audio only, farewell audio only, both greeting and farewell audio, or sometimes neither. This is in preference to them repeating the same phrases every single time you get close to them.

INSTRUCTIONS

Extract the 7-Zip file archive. This should produce the main folder titled "Call of Pripyat - Special Edition Mod (v0.9)". Inside this folder, there is a "Call of Pripyat - Special Edition Mod (v0.9) readme" txt file and a "Call of Pripyat - Special Edition (Mod)" folder. Open the "Call of Pripyat - Special Edition (Mod)" folder and you will see the "gamedata" folder. Simply drag and drop this folder over S.T.A.L.K.E.R.: Call of Pripyat's existing gamedata folder (or Program Files/bitComposer Games/S.T.A.L.K.E.R. - Call of Pripyat/ if you currently have no mods installed) in your PC's harddrive.

CREDITS

A special thank you to notanumber (www.zhat.dk) for playing through most of the work-in-progress versions of this mod and providing a lot of invaluable feedback, help with scripts (random_amount, Rulix AI), suggestions and ideas. His input has really made a difference, and the mod is getting bigger, better and more polished because of it.

A massive thank you to the following people for their amazing mini-mods, fixes: starac/Ancient (M.I.S.T.Y. mod), Russo, Decane, Barin (Loot Money From Corpses v1.1b), Mori (Wear Your Goddamn Helmet Mod v1.1), krilatizmajra (Afterlife Camera v1.0), Rulix (ai additions COP fixed), angrydog (Cleared Stash mod v1.0), SetaKat, Smrtphoneusr (Mutant Part Hunter Mod v1.0), SetaKat, Robomook (SSP-99M Suit Mod for ClearSky), Alundaio (Kicking Tushkanos), Cromm Cruac (NanoCell Inventory mini-mod v1.0), Beacon (CoP Corpses), MattyDienhoff (Real Weapon Names mod), AtomicDryad (Svarog MK2 v 1.0), shifter, Stalker_93 & GSC Forum members (Pripyat Reclamation Project), jperez2003us (Aiming Sway 1.0), Brainwrinkle (Nimble Ammo mod), Skidz, ingoiy (Spawn Menu Mod v1.1), Maks (dva_kota) (Bar Music), TKGP (Simple Repair Kit 1.1), Mori (Pseudodoggles v1.2), 3aG13 (Lassie bumpmap), Swartzy (Better Bullet Piercing), Nashathedog (Water Drag), Darkenneko (some textures from Variation Mod), Kazeite (Zombified stalker face), enomosiki (holster and draw sounds), Misery mod (repair kit mesh), TheHalloweenHaunters (Radio Static Sound Effect).

Also another massive thank you to the following people for their amazing contributions to the S.T.A.L.K.E.R. community (I may not have used any of their mods directly, but I learned a lot from looking at their work or reading their comments and suggestions): Alundaio (Kicking Tushkanos mod, but also IMO a legend, always provides lots of detailed and complex information in an easy-to-understand manner in his posts), mnn (contributed to PRP, but also provides lots of information in his posts), Steelyglint, nashathedog, BegunValkery, angrydog, Beacon (I'm very thankful that these guys took the time and effort to help a newbie), elgenz (didn't use the Super Cheat Mod 1.0 but looking at the file changes helped me a lot), strelok 4556 (again I didn't use the Product n0 4556 mod but found it useful), Kaplan994 (his quest guide was a great starting point for me).

Finally, a thank you to STALKER Wiki, Wikipedia (some of the item descriptions used), NatVac (SAVandT), Malandrinus (SIE 0.6.5), Don Reba (Database Extractor), Capt.Host, Kazeite, MTGunslinger (providing some feedback).

COMPATIBILITY

For testing/bug finding purposes, I do not recommend merging any mods with the Special Edition mod. Doing so may cause bugs that are not native to the SE mod and I may be unable to fix them. I would also stress that I do not recommend using Smart Mod Manager. Merging files manually would be a lot harder, but in my opinion, it's the better way in the long term.

Smart Mod Manager: http://smartmodmanager.codeplex.com/

ATMOSFEAR

This applies to v0.8 but I will try include an AF3 patch with the v0.9 Options Pack:

Notanumber has been kind enough to provide me with information on Cromm Cruac's mods' compatibility with the SE mod. Installing Absolute Nature 3 and Absolute Structures over the SE mod with Smart Mod Manager works fine. Installing AtmosFear 3 with Smart Mod Manager requires you to copy / paste the AtmosFear 3 patch before merging. It should then be 100% compatible, but there will be no spawn menu available during gameplay.

Absolute textures: http://absolute.crommcruac.com/call-of-pripyat/

AtmosFear 3: http://atmosfear.crommcruac.com/call-of-pripyat/

STALKER RE-ANIMATION PROJECT 2

This is an amazing mod that replaces all the first person animations in the game. As well as sounds, particles, and model edits. KingFriday has also included a compatibility patch for the Special Edition mod in the final release.

SRAP 2: http://www.moddb.com/mods/stalker-re-animation-project2

S3R1OUS STALKER: CALL OF PRIPYAT

This is an excellent modpack by S3r1ous that integrates certain aspects of the Special Edition and other mods with numerous audio, visual, engine and gameplay enhancements / tweaks / changes.

S3r1ous Call of Pripyat: http://freetexthost.com/iaz221kn4y

CHANGE LOG

v0.9

Gamplay & Fixes:

*A new ex-military trader named Turncoat arrives at the Laundromat in freeplay mode. He will offer to buy and sell only rare ammunition.
*New mini-mission where the player can help expand the new trader's inventory by convincing one of the other traders to become his new supplier. This means you will get to choose what sort of gear Turncoat will eventually buy, sell and stock.
*In sticking with the original lore and making a bigger gameplay difference depending on your choices, Loki will not supply you with men to help the ecologists (in SoC Freedom are in fact hostile to ecologists.).
*The Jupiter factory is now repopulated by respawning poltergeists once the player enters freeplay. The large amount of rubbish in the factory makes it a very dangerous place to enter.
*Some NPCs can now go into panic mode if overwhelmed by enemy stalkers or mutants, causing them to run away. There are two panic values, one triggering panic easier than the other. High panic affects novice bandits and stalkers. Low panic effects novice Duty, Freedom, military, mercenaries and regular bandits, stalkers, Duty and Freedom. All ranks of monolith, zombie and quest NPCs are unaffected by panic.
*Edited and reenabled the panic state sounds and added them to some profiles that were missing any. So now NPCs will scream about what they're running away from (humans or monsters.).
*Master level NPCs have been made tougher (they now use the stalker_die_hard profile.).
*Trade prices have been made a little more forgiving. Previous low prices helped balancing a lot, but took away the feeling of playing an unmodded game because they were just so ridiculously small.
*Limping state is now initiated when the player's health drops to 0.2 rather than 0.1 and is fixed when health regen reaches 0.45 rather than 0.2. This makes the limping state a slightly more meaningful game mechanic because the injury wont magically heal itself during the heat of a firefight and will require a medkit for a quick getaway.
*The "too exhausted to move" and "no running" states are initiated at the same time as in the vanilla game, but now take slightly longer to recover from. This means stalkers and mutants are harder to outrun.
*The height a player can drop from without injury has been decreased.
*To compensate for the new trade prices, food, item and ammo drops have been almost halved in most cases.
*Lassie will now chase the player out of the ship if Noah is killed.
*Better bullet piercing values now enable players to shoot through cover better as well as be in danger of the AI shooting through their cover.
*Water drag has been reenabled like in Clear sky. This means players will now experience lower running speeds and jumping heights while in water.
*Senka can now be interacted with while at Nitro's place.
*Crab can now be interacted with while bedridden.
*You can no longer trade with Jack's bandit guard.
*You can now collect over 255 artifacts without having your save games corrupted (thanks to notanumber.).
*Lassie's corpse can now be picked up if killed.
*NPC running speeds for when in panic or evading grenades have been lowered to a more natural level. So they no longer look silly.
*PKM-LW removed from Nitro's inventory so he does not have it displayed before the mission needed to unlock it.
*Dwarf's corpse can now be picked up if killed.
*You can now trade with Awl and Petruha once you have helped them.
*Both Luck of a Saint and Lowlife achievements updated to include new variables.
*Some other minor changes, mainly to text and dialogue (there was especially a lot of spelling corrections made to the Zone books and item descriptions.).

Graphics:

*Big thanks and credit to Darkenneko and his Variation Mod. This update incorparates several textures that include some elements from his mod.
*Snag and Tuna now have new unique textures.
*Lassie has a new bumpmap, so her doggles are nice and reflective.
*Crab now has unique face and clothing textures. His face and clothing show obvious signs of injury due to the chimera attack.
*Tracksuit wearing bandit textures have been completely redone.
*Knuckles' and Dwarf's textures have been completely redone.
*New textures for Gavrilenko, Kremen and Strider's Duty / Freedom squads.
*New texture for Jack, one of the bandit leaders in Jupiter.
*New textures for Garmata, Sparticus, Petruha, Crest, Mitay, default stalker rivals, and Topol's men.
*Lt. Stetsenko now has a unique texture showing obvious signs of injury due to an anomaly.
*New shared texture for Tarasov and Kirillov in Pripyat.
*New balaclava-wearing zombified bandits have been added to the game.
*28 new NPC PDA icons (the images of stalkers you see when trading or looting them) for unique NPCs to further qive storyline NPCs more character.
*Added THM files to some DDS files that were missing them.

Sound:

*Introductiom movie sound is now more atmospheric and suits the creepier game-start of Special Edition.
*The original introduction music is now the music that is played over the credits. Like in the previous Special Edition credits, it still no longer gets cut off awkwardly and ambient sounds have been added to match the background scene.
*Radio music in the game has been completely redone. There are several new tracks (two that are a nod to Lost Alpha and Call of Chernobyl.). Added effects make it sound like tracks are being played through a proper radio (high pass filters, static and track transitions.). I have also given many of the tracks my own "radio edits", so they are now shorter (the time the player spends at Yanov is usually short, so this will ensure they hear a good mix of tracks and also fits with how time in games like STALKER is accelerated.).
*Crab has new dialogue and unique "pain" sounds that he makes when approached or left.
*Volume on dynamic combat music lowered by 50 percent (I only recently realised just how loud they were in comparison to the vanilla tracks.).
*Changed the naming scheme for combat music to make it easier to revert back to vanilla music if preferred.
*Storyline NPCs now sometimes play their greeting audio only, farewell audio only, both greeting and farewell audio, or sometimes neither. This is in preference to them repeating the same phrases every single time you get close to them.
*Controller warning speech (normal and PDA) have some added effects to make them sound more menacing and less goofy. For example when he tells you to get out, the echo of his voice tells you to stay (strangely, this was done simply by reversing the dialogue.).
*Novikov's voice is slightly lower pitched.
*The heavy breathing sound when the player is tired or has low health has been made less annoying by lengthening the intervals between each breath being taken.
*The number of Duty SOS messages have been increased and are now randomised. They also include lots of static and other effects to add to the atmosphere.
*The radio call from the missing recon squad in Pripyat now has lots of static and other effects to add to the atmosphere and make it sound less goofy.
*Guitar music from Shadow of Chernobyl added to the list of Call of Pripyat guitar music.
*Sultan no longer gives the player a cheerful greeting or farewell once they earn the One of Us achievement.
*A disembodied voice saying "I don't trust you" no longer plays when you enter freeplay mode.

v0.8

*Game now begins at 10:45 PM with a bloodsucker attack on the first two stalkers you meet in the game.
*Changed prices and weights for all helmets. They're no longer all the same weight. Now the more physical protection they provide, the more heavier they get. Also tweaked some armor weights and prices.
*Nitro charges 9,000 rubles rather than 3 thousand to decode the black box. This is because he makes a big deal about you having to pay "so much" for the thing, but anyone who has played CoP will know that 3,000 is nothing to the game's economy. Being a part of the main storyline, this should also help prolong your playthrough a little. The discounts are now a meaningful 500 each rather than a hundred or two, so should also help encourage you to search for parts for him (like it was originally meant to.).
*Wholesale items are now discounted items. I have raised the prices stalkers will purchase them from you, so there is still a little profit even after earning the Millionaire achievement (though the amount will be negligible at that stage.).
*Musical instruments are now sometimes dropped by the Zombified on death. They can also be "played" by selecting "use" in the inventory screen.
*A new mission to assassinate Jack is given by Shulga once you gain the Friend of Duty achievement and have resolved Vano's debt (obviously without killing him in the process).
*Dwarf now only stocks the Psy-suit in his freeplay inventory if you do not have the Friend of Bandits achievement or have not helped Shishak. He's also less likely to spawn books in his inventory.
*Lassie, Noah's pseudo dog, has a unique texture. She now wears a pair of doggles (Noah's a bit loco and Lassie's his pet, so it makes sense.).
*Barge's Sunrise suit is now a Sunset suit. It also no longer comes with an extra artifact container. It is now a partially upgraded but heavier version of the stock item, like Joker's gas mask and Snag's steel helmet and weapons. The weight reduction upgrade has also been switched for another upgrade.
*Petruha's Sunrise bodysuit is now slightly defective due to a human error during the manufacturing process and provides no thermal protection. This explains his predicament, avoids the player from "leveling up" too quickly, and provides a reason to still purchase a regular Sunrise suit.
*Topol's squad now reward you with new drugs once they are scientists proper. They also become friends (green.).
*Strider becomes a friend (green) once you get his squad to join either Duty or Freedom.
*Finally got around to finishing the ogg commenting on all audio. Also altered a few of their values.
*Volume of dynamic combat music lowered by twenty percent and raised by forty-five percent for the main menu theme.
*The PKM-LW can now be fired using the ironsights (values taken from the new PRP PKM Ironsight Alignment by Ceano.).
*Trapper now sits while you approach the sleeping area in Yanov. When you enter the room and go to the bed or personal box, he'll stand but remain relaxed and not stare at you. When you go towards him, he will then "stand to attention." I have also removed the weapons from his inventory, so he doesn't cock his gun each time it transitions from one animation to another (using a modified version of "Trapper can be found resting at Yanov Station" by Jurok from the new PRP.).
*NPCs' normal walking and running speeds slightly raised.
*Loading menu now has a more intricate 80s style static screen.
*Loading screen (the one that displays the 100 Tips) now has a Call of Pripyat: Special Edition logo.
*New hud hit texture that keeps the original shape but makes it look like blood (similar to how it is in MoH.).
*Nimble now has a much different texture. He wears cammo trousers, cammo bandana / face mask, vest and a different colour coat.
*Added the "DX9-DX10 Sky Stretching Fix," so there's no more stretched sky boxes when using DX9 or DX10 (thanks to lowenz for posting a link to it on the GSC forum.).
*Updated the AtmosFear 3 patch. Simply copy / pasting the patch over the mod before merging with SMM should make it 100% compatible.

v0.7

*You now receive repair kits as rewards from technicians for handing in toolkits. Repair kits can be used in emergencies while out in the Zone and repair 25% of damage to weapons and armor. They are sometimes dropped by NPCs but are not sold at any of the traders.
*Two repair kits can be looted from the military vehicles on the bridge in Zaton.
*The bandit reward for "The hit" has been further randomised and has a 'best' outcome.
*Changed the voices of the stalker raiders to bandit voices. Although they're still technically stalkers at this stage of the game, mixing bandit visuals with stalker sounds is very odd.
*The two default stalker rivals now wear the alternate armor skin provided to Mitay. They now also have unique names. These changes should make it a lot easier to differentiate them from regular stalkers if you choose to hunt them down.
*Crest has also been provided with the alternate version of his armor.
*Dwarf the bandit trader has been provided with a unique skin variation.
*Tuna has been provided with a unique skin variation. So now you can hunt him down easily if he fools you into handing over the half artifact.
*Tuna's character has been fleshed out with new dialogue options, unique starting dialogues etc. He's more like a random insult generator, but you do get a second chance at getting some money out of him.
*If you escape Tuna before he can speak to you and complete the "Strange glow" quest, he and his squad will become hostile. This stops him from asking for the artifact even if you've already handed it in and causing the game to break if the player hands over a non-existent artifact.
*The named SSPM suit has been added to every Sokolov spawn after he leaves Jupiter. The related conversations with Hermann and item descriptions have also been tweaked. So now you can return the item (and gain the Big Ben), even if you had never interacted with Sokolov while he was at the science bunker in Jupiter.
*Prices for wholesale items remain constant. So now those items are always at the same price, regardless if you earn the Millionaire achievement or have discounts.
*Traders and generic NPCs will pay you slightly less for items to begin with. Higher purchase prices will be unlocked when you receive your first discount from an individual trader, or from generic NPCs after the first trip to Jupiter.
*Fixed the issue with Hawaiian actually paying you more for goods if you side with Duty.
*Prices for mutant parts are no longer constant and vary slightly from trader to trader.
*Food items are no longer dropped by the zombified.
*Some more Special Edition items have been added to the in-game spawn menu.
*Added some of the newer armor to the lootable table.

v0.6

*The Berill-5M and Sunrise outfits have been removed from Owl's (and Dwarf's) starting inventory. They must be unlocked by reaching the first stalker / bandit tier.
*The Sunset suit has been added to Owl's starting inventory. So has the SEVA suit to Hawaiian's inventory (very rare, and only after returning from Pripyat.). This will allow the player to own multiples of each item and to upgrade them differently.
*Leather jacket stats and price slightly raised (also comes with one artifact container for use with synthetic and anti-radiation artifacts), and Sunset suit stats slightly lowered. Now the leather jacket isn't completely useless or completely outmatched by the starting armor.
*Some lower-level synthetic artifacts have been added to Dwarf's inventory if you have gained the Friend of Bandits achievement. This is because Beard does not sell you artifacts if you side completely with bandits, thus there would be no other way for the player to purchase any regular synthetic artifacts (of course unique synthetic artifacts could always be looted or awarded to you by storyline NPCs.).
*There is a bigger difference between Dwarf's inventory if you have gained the Friend of Bandits achievement or if you have simply completed the Kirill task (meaning most of his inventory is only unlocked with the Friend of Bandits achievement.).
*New "Luck of a Saint" achievement added. It is unlocked by gaining several 'best' outcomes from random rewards. This in turn will earn you some larger than normal rewards. For example, Sokolov will also give you some money along with the medkit if you hand in his note. Some storyline NPC may also feel generous towards you during the remaining course of your playthrough.
*Hassling people about issues now has its benefits. If you keep hassling Pilot about taking you to Jupiter before giving him the maps, he may give you a bottle of vodka and tell you to chill with him.
*If you've earned the Luck of a Saint achievement and keep hassling Shishak about new jobs, he may give you a bonus (cash + stash). Requirements are earning the Friend of Bandits achievement and completing the Shishak questline.
*If you earned the Luck of a Saint achievement, you will now be given the new Tourist suit by Beard. Requirements are earning the One of Us achievement and completing the missing stalkers questline.
*If you've earned the Luck of a Saint achievement before entering Pripyat, you will now be given the new Bulat Psi-Suit with limited psi protection, rather than the regular Bulat suit that has no psi protection whatsoever.
*If you've earned the Lowlife achievement before earning the Friend of Freedom achievement, you can still benefit from a 100,000 ruble donation to the cause: Loki will thank you with the new Kombez Wind suit that has higher electrical protection than the regular Wind of Freedom suit.
*Dwarf's inventory is upgraded once the player enters into freeplay mode (he will give you a heads up about this). He will sometimes stock the Bulat Psi-Suit and Kombez Wind suit. He will sell these items to all players.
*You now have a new dialogue option that allows you to return Sokolov's suit to the scientists, if it is in your inventory. If you're actually wearing the suit while speaking to Hermann, you are given no such option: he will take the suit from you.
*The Big Ben pistol from SSoC has been added. It can be obtained by gaining the 'good' reward from the scientists for returning Sokolov's suit.
*If you do not gain the 'good' reward from the scientists, Nimble will offer the Big Ben for sale to the player, the next time they visit him.
*Key bandit NPCs now notice when you're wearing one of the stalker-related outfits if you've earned the Friend of Bandits achievement and will comment on it. This adds to role-playing/immersion, and also gives you a one-off chance to purchase a Boss outfit at a discount price.
*Key stalker NPCs also notice when you're wearing a bandit-related outfit if you've earned the One of Us achievement and will comment on it.
*Rewards for completing the Kirill quest and the initial Fence quest have been randomised.
*Dwarf will not rob you if you have gained the Friend of Bandits achievement. Previously he would not rob you only when you completed the Kirill task.
*You will have to pay a guide 15,000 rubles if you miss the helicopter or decide to stay in the Zone and want to leave later.
*The scientist's bunker outer-door now works as intended and will be locked if you have your weapon out. Previously in vanilla you could still open the door and your weapon would auto-hide once you're inside.
*The Wind of Freedom suit has been removed from the scientist's list of 'good' armor.
*Some Special Edition weapons, armor, items and artifacts have been added to the in-game spawn menu.
*Patch added for full compatibility with Cromm Cruac's AtmosFear 3 mod.
*Some other minor changes, mainly to text, dialogue and some item/trade values.

v0.5

*You can now give Hydrogel pills to Hatchet and his hungry squad of mercenaries.
*Special Edition items have been merged into existing rewards. For example, stalkers may give you Modafinil or Hydrogel pills as part of a larger reward that includes the vanilla drugs. Or bandits may give you credit cards.
*Some Rulix AI script files have been tweaked, optimized or corrected (many thanks to notanumber.).
*Most cash rewards are now random, meaning you will be awarded different amounts on each playthrough. Obviously there is a minimum and maximum cap on the amount you receive, dependant on what task you're being rewarded for (thanks again to notanumber for his help with the script.).
*It is now possible in some cases to receive an item as a reward for a certain task in one playthrough, then receive a cash amount or stash location for the same task in another, or a different mix of the three.
*Added a new PDA that belonged to Splinter. It is part of the Courier of Justice reward.
*Courier of Justice reward has now been randomised, so you can get different items, amounts of money, stash locations in various combinations, etc.
*There is no longer a need to ask Hawaiian for the Courier of Justice reward. He will give it to you the first time you speak to him after gaining the relevant achievement.
*Updated all the texts to reflect the random rewards. For example, when Trapper tells you about the reward for hunting the unknown mutants, he'll say that stalkers have raised x amount of rubles so far and the amount is steadily rising (meaning your actual reward will be a random amount above 'x amount of rubles'.).
*Beard and Sultan's rewards for giving the Compass are different to one another.
*Your daily cut from Beard for gaining the Friend of Bandits achievement has been slightly lowered.
*The on-screen hint for harvesting or kicking mutants now displays the actual keys you have set for those actions rather than just the default F key.
*You can now remove the vodka from your inventory during the Minimum wage quest (finally figured out how to do preconditions for more than one of the same item.).
*The Checkpoint in Jupiter can be used as a shelter even before accepting the Vano task. Previously, the bandit guard would allow you in during an emmision but you would still die from it.
*Made some changes to the dialogue between you and Sishak. If you've already completed the Kirill task, Shishak now acknowledges this when you ask him for regular work.
*Added some more dialogue to Pilot, so his refusal to initially take you to Jupiter seems more natural and less forced.
*Added a dialogue option to allow you to change your mind about donating money to a faction.
*Some other minor changes, mainly to text and dialogue.

v0.4

*All stash rewards are now randomly chosen, meaning you will be awarded different stash locations on each playthrough. You are also only given one stash location per reward.
*The Stingray 2 and Area maps missions have been merged into one task.
*Traveling to Jupiter is not possible until after the area maps have been retrieved and shown to Pilot. This creates a bigger and more paced sense of progression. Pilot's prices also remain at 3,000 rubles.
*Zulu's tower is now separate from Yanov station, so it can be used as a shelter even when Yanov is on alert.
*If you help Tremor, Danila's PDA and some bloodsucker jaws will spawn in the safe found in Tremor's shack. If you help Grouse, his recently wiped PDA will be found there.
*Removed the damaged variant of Black's PDA because two PDAs can sometimes spawn in his inventory, depending on when you go to the Jupiter plant.
*New holster, draw and Protecta sounds added.
*Made the unique books that are found on perma corpses non-tradable.
*Mitay now becomes a friend once the mission to free him has been completed.
*Dogs and flesh now behave more like they do in SSoC. If you thin their packs down, the remaining mutants will panic and run away. The stronger flesh and dog variants are less likely to run away and will continue attacking you, so it is best now to target the stronger of the packs first.
*Armor and weapon repairs are now twice as expensive. Upgrades are four times as expensive.
*If you manage to get Dwarf to reveal his secret, you will be rewarded with a random stash location.
*Some other minor changes, mainly to text and dialogue.

PERMISSIONS

This mod may be freely modified and / or integrated within other projects, but please provide this mod and I some credit. Also mention what portion(s) of this mod is being used.

If you are going to integrate the majority/entirety of this mod into your own project (and where this mod makes up practically half of all changes), then please make it clear in the title that it is the "Special Edition Mod: Plus tweak [or whatever sub-heading you want to give it]" and also include this readme within your file.

It would also be great (but optional on your part) if you could make me aware of this use by contacting me (see below). This way I can update this readme file and give you and your mod a shout out.

CONTACT

Leave me a message at YouTube:
https://www.youtube.com/channel/UC7vvPpESXeqqsGWQ9WbeUoA

Or

Leave me a message on this mod's GSC Forums discussion page:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr3&thm_page=1&thm_id=6460&sec_id=18

DOWNLOAD

http://www.moddb.com/mods/call-of-pripyat-special-edition/downloads/call-of-pripyat-special-edition-mod-v09
  03:26:10  31 March 2016
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Khimicheskiy Ali
Senior Resident
 

 
On forum: 01/10/2015
Messages: 307
Russian Patch (CoP: SE v0.9.2) by KG_Jedi & Khimicheskiy Ali

DESCRIPTION

This is the Russian patch for Call of Pripyat: Special Edition v0.9.2. All of the translation work has been done by KG_Jedi (from ModDB). Texture and sound work by Khimicheskiy Ali.

INSTRUCTIONS

Extract the 7-Zip file archive. This should produce the main folder titled "Russian Patch (CoP: SE v0.9.2)". Inside this folder, there is a "Russian Patch for CoP SE v0.9.2 (Files)" folder and a "Russian Patch for CoP SE v0.9.2 readme" file. Open the "Russian Patch for CoP SE v0.9.2 (Files)", then drag and drop the "gamedata" folder over Call of Pripyat: Special Edition's existing gamedata folder (Program Files/bitComposer Games/S.T.A.L.K.E.R. - Call of Pripyat/gamedata.).

NOTE

Compatible with most, but not all of the options found in the Options Pack (any option that uses new dialogue.).

DOWNLOAD

http://www.moddb.com/mods/call-of-pripyat-special-edition/downloads/russian-patch-cop-se-v09
 
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