Walkthrough of ogse mod. Guide Walkthrough mod OGSE v0.6.9.3

So, we continue to work on OGSE 0.6.9.2. Here are some thoughts, notes, tips and other little things that will help you get more pleasure from the gameplay, since the mod itself, as I made clear in the review, is far from perfect. For example, while playing through OGSE 0.6.9.2 as an experienced player, I managed to screw up several interesting side quests at once, and some were simply glitchy. In addition, at the time of writing, I have not completed the game to the end, so there will be no major plot spoilers. So let's get started!

  • Having opened your inventory, you can go forward, and even run if you press the run key! However, the run is reset when changing equipment. First aid kits no longer immediately restore life, so instead of them you can use three or four pieces of the Red Star artifact. True, you will have to carry a fairly large supply of food.
  • For the Musician, the bones are NOT in the house itself, but hidden around it - in the chimney, in the car, in the transformer and between the branches of a tree. Caches are very difficult to find, because the radius of interaction with them is ridiculously small, and you need to do almost pixel hunting. I'm attaching screenshots (everywhere except the pipe - that's the most obvious place).

  • Next to Sidorovich’s bunker there is a house (outside the territory of the newcomers’ camp), where the two Shchukin brothers are sitting. Their quest will allow you to find a very useful artifact, “Cheburashka,” which will help you complete the most severe quests in the game, such as helping the Cleaners in the Hollow. You need to complete this quest right away, because if you progress through the game further, you can quarrel with Kulgavy’s bandits, which will make the quest impassable, and in one case it will spawn an immortal hostile NPC. He, however, only carries a sawn-off shotgun, but is theoretically capable of clearing the entire base of newcomers!
  • On the instructions of the Cleaners, having fallen into a spatial trap at a gas station in the Hollow, you need to clean out the safe. The code is 7692. You can find out from the inside only with the help of Cheburashka, as I understand, these numbers are written on the outside of the building. Place the gray artifact on the belt and the anomaly will be destroyed.
  • If you quarrel with Duty while completing the Purifiers' tasks, then in addition to the four soldiers in front around the gas station, three masters in exoskeletons and with machine guns will appear. The soldiers can be taken out relatively easily from the observation window near the safe, but the craftsmen will have to be lured out.
  • The Cleaners' reward is either 18,000 rubles, or SVU-A and 40 usable cartridges, or sh*t, if you ask for artifacts, or... 8,000 rubles, M-16 and 120 cartridges, if you ask for nothing.

  • Forester Zakharych in Hollow gives riddles - a hint of swag is revealed that is not marked on the map. Caches appear ONLY after a tip is given. The swag was very, very generous, one contained 40 kilograms of beer, the other contained two bloodsucker tentacles at once, and so on. Almost all riddles on arithmetic and equations, school level. Here are some of the answers to them:
  • Stalkers will peel potatoes for 70 minutes
  • There were 3 geese in the flock
  • 8 stalkers mowed the grass
  • There were 5 and 7 rubles in my pockets
  • Amoebas divide in 59 minutes
  • Zakharych is 66 years old
  • There are 36 geese in the eagle riddle
  • Stalkers will cross paths in 6 days
  • 9 well-fed bloodsuckers
  • Neutral will get 503 tablets
  • A newbie will drink for 35 days
  • The artifact will cost 200 rubles
  • 8 cats
  • 30 cats will eat thirty rats in three minutes
  • The controller has 4 fingers
  • Sakharov cures zombification for a goldfish, so it is recommended to always keep three or four in a locker in his bunker (information not personally confirmed by me).
  • The entrance to the Agroprom dungeons is here:

  • The laboratory in Holshchina, on Sakharov’s instructions, is located in the railway tunnel, in the western half. To get there, as I understand it, you can only jump over the beams from the east. ATTENTION! A little further in the tunnel to the east there is a pair of bloodsuckers, and at the entrance to the laboratory there is a controller and several mummified citizens with PKM.

  • The Freedom commander rewards very generously for completing missions - some allow you to get up to 450 machine gun ammo, a lot of Bipsizon and D-IX.
  • If you quarrel with “Duty”, it will be much more difficult to get into the bar. There are several ways to get around this, even if an argument has occurred. After Marked becomes a Svoboda member, a transition opens from the Agroprom to the Military Warehouses, directly to the base. If you go from the Wild Territory and Warehouses, then there are now two ways to the Bar. One is still guarding the “Dolg” post, and the second is located a little to the south, about a hundred meters from the post. It is not guarded by anyone - and given the features of the enemy detection system, you can run in front of them with absolutely no problems. The passage to the Landfill is more difficult - it is almost impossible to run from its side, but from the Bar to there - no problem! Walk along the right wall from the entrance to the Wild Territory, go south all the way, turn left. Go forward until you hit the fence that separates you from the Duty checkpoint protecting the entrance from mutants. There will be a staircase on the right. Climb there and run along the right side until the crossing. Or, as an option, use the services of a guide. There are only two or three of them per game. There is one near the entrance to the Bar, next to the descent. It is easily distinguished by Beryl-M. Another one appears after passing the X-16 in Sakharov's bunker. One transition will cost from 3 to 6 thousand rubles, and you can move almost anywhere, including Hollow.

Q: Where can I find the Cobblestone artifact?
A:
The cobblestone lies on a radioactive pile between the hangar and the duty block, at the top in the center, if there is a Veles detector, it won’t be difficult to find.

Q: Where are the documents in X-18?
A:
Total 5 parts:
One document is with the Stalker, who is wandering around the dungeon with a flamethrower.
One document in a standard place (where the poltergeist flies)
One document is in a blue box, which is in a small room, to the right of the room with the pseudo-giant
One document in the corpse of a stalker, where a fiery (non-plot!) poltergate flies, which cannot be stopped
And another one - in a blue box, in the room: there are containers - we go forward - there is a staircase down there. Look in that room for a blue box, there are some strange units there, like scientific ones

Q:Where is One-Eye's flash drive #2?
A:
Go to the Dolga base to see Petrenko, when you leave him, a shady guy will call you and offer to give up all the flash drives, and then as the dialogue progresses you will understand everything.
In general, One-Eye is lying to the right of the road at the exit from the Bar towards the Army warehouses

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

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

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

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

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

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

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

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

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

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

Q: I'm zombied, what should I do? What will happen to me?
A: If you don't get treatment, you will die. Treats Sakharov on Yantar.

Q: How to get art for Podaipatron?
A: Look around - you will see portals. There are four true ones. There is a correct sequence for their passage. We have to guess it. You can distinguish the correct portal by the sound and location of teleportation. If during the passage you entered the wrong portal, start all over again.

Q: Where is the bomb in the rookie camp?

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

Q:Where is the flea's hiding place?

Q:Where is Figa (according to Chuk’s instructions)

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

Q: Dangerous science - the final chord. Where is the Prototype for Dark Zones?

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

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

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

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

Q: In the X-18 laboratory, some dots or flies are constantly attacking, bleeding begins and the suit breaks. What kind of rubbish is this?
A: Plague rats spread flies. They are a little different from the others, flies fly around them and infect them with the plague. Just shoot all the rats.

Q: Where to look for a battery in the Landfill for an armored personnel carrier on Lukash’s instructions.
A: The battery is in the fire truck in the left lane.

1.Mole boxes
There are 4 boxes, all underground, but not in one place. Search.

2.Cheburashka
Cheburashka gives tips on complex quests - The Question of Immortality, Klondike quests, Cleaners, etc.. He will not tell you how to get into the underground of the agricultural industry.

3.Safe at a gas station
Cheburan says - remember the numbers on the columns. The code is four digits. There are two numbers - 76 and 92. Can you sort out the combinations yourself?
Tips for passing
* It is highly recommended to get Cheburashka (quest of the seeker brothers in the house near Sidor's bunker). He gives valuable advice on how to complete it, another quest, and he’s just cool and you can chat with him.

Also available on the site are other intersecting tips on

Known Issues:
Two locations of the mod have LOD geometry incompatibility with older nVidia video cards of the GeForce GTX 2XX series, so if you are the owner of a video card of this series, for example GeForce GTX 260 or 280, before entering the Dead City (Town-32) and Swamp locations you need to install In the advanced graphics settings of the game, set the “Object detail” slider to minimum. Otherwise, the video drivers may fail, followed by the game freezing and/or the system crashing into BSOD. However, even this action will not completely eliminate the problem, and owners of these video cards may experience visual artifacts in these locations. We apologize to them for this, but unfortunately this problem could not be completely eliminated. No such problems were noticed on more recent series of video cards.

Further, the graphics presets in the main menu of the game may not contain all the necessary settings from the advanced options, so after setting the preset, it is advisable to enter the advanced settings and then adjust the graphics to your taste and performance. Otherwise, some of the beautiful effects simply will not be included, although your system may well support them.
System requirements

Operating system, amount of RAM:
Windows XP with at least 3 GB of RAM
Windows 7 x64 with at least 4 GB of RAM
Windows 8/8.1 x64 with at least 4 GB of RAM

Stable operation of the mod on configurations with Windows XP and RAM less than 3 GB, as well as Windows 7 x86 with any amount of RAM is IMPOSSIBLE, the basic installation of the mod on such configurations is blocked, technical support for these configurations is not provided, since 90% of problems and crashes occur on them associated with lack of memory. This has been reliably established by testing and has been confirmed repeatedly during development. Therefore, please make sure that your system exactly meets the mod's memory requirements before reporting problems.
System requirements are specified using the original graphic effects settings at maximum. With all additional effects completely disabled, the requirements for the video card correspond to the requirements of the original game when using dynamic lighting. While working on 0693, the static rendering was removed, so the game now always starts in dynamic lighting mode. To play games using additional effects, a modern graphics card with a large number of shader processors is required.
Attention! The system requirements listed below are rough estimates and may be slightly inflated. Closer to the release of the modification, we will test it on specific test configurations and report the results.

CPU:
for the game without additional rendering effects or at minimum additional settings. effects in resolutions up to 1440x900: Intel Core i3-4130 or AMD FX-4100 (or A10-6800K)
for playing on minimum settings. effects or medium additional settings. effects in resolutions up to 1440x900: Intel Core i3-4130 or AMD FX-4100 (or A10-6800K)
for playing on medium settings additional. effects or at high extra settings. effects in resolutions up to 1440x900: Intel Core i5-3570K or AMD FX-8320
for playing at high settings extra. effects in resolutions up to Full HD and higher: Intel Core i7-4770 or AMD FX-8350

Video card:
for the game without additional rendering effects or at minimum additional settings. effects in resolutions up to 1440x900: AMD Radeon HD3850 or nVidia GeForce 9600GT
for playing on medium settings additional. effects or at high extra settings. effects in resolutions up to 1440x900: AMD Radeon HD4870 or nVidia GeForce GTX 250
for playing at high settings extra. effects in resolutions up to Full HD: AMD Radeon HD5870 or nVidia GeForce GTX 480
for playing at high settings extra. effects in resolutions from Full HD and higher: AMD Radeon HD7970 or GeForce GTX 670
Keep in mind that powerful video cards require a powerful processor, and a combination of a video card suitable for gaming at high additional settings. effects and a processor suitable only for playing at low settings will create a bottleneck for performance, and you will be able to play comfortably with this combination only at settings for which the processor is suitable, i.e. on low. In addition, in any case, in the advanced graphics settings, you can customize the game individually for your system, turning on or off the effects you need (all settings now have a clear description of their effect on the image), so the system requirements are approximate.

Hard drive space:
12 GB in total for the original game and the mod installed on it.

Required software installed on the system:
- Microsoft Visual C++ 2005 redistribution;
- Microsoft .NET Framework 3.51;
- DirectX redistribution June 9, 2010.

List of changes in patches

PATCH 2.10 revised

  • Old Thompson and Gunsmith models
  • Fixed a dull conductor on Yantar
  • Integrated nik1967 edits: alternative issuance of transitions to the Swamps, peaceful receipt of the Fort from Kuznetsov and documents from Duplet.
  • Normal translation for the above edits
  • Integrated Nikolai grenades
  • Missing textures
  • Old knife, binoculars and crossbow
  • Fixed gunsmith icon
  • Removed junk from ogse.script
  • Fixed non-display of radiation on detectors
  • A machine gun attached to a non-existent bone has been removed from Warehouses
  • Setting up bumps
  • Removed junk script
  • New model of light attenuation from sources
  • Fixed Tramp Dick repeating the phrase about Chestnut
  • Fixed reset of Dick the dog's logic when loading saves
  • Fixed a crash when picking up the super controller skull
  • English translation edits (thanks lock_down and Filon!)
  • Transferring lines from script to configs
  • Fixed crash xr_gulag.script:613 on the Svoboda base (thanks to lock_down)
  • Fixed anomalies spawning in the wrong places if the spawn took place in a different location
  • When released, psi zones are replaced in all locations.
  • Conductors and weaponsmiths do not respond to anomalies.
  • The knife fight with Caligula is back
  • Fixed removal of quest items when robbing a player
  • Fixed Caligula's neutrality at the beginning of the battle
  • Strelka machine gun added to cleaner exceptions
  • Translation of descriptions of new trunks
  • Minor identifier changes
  • Inventory rework
  • New animations for pistols (Anim_Rouge)
  • Modular USP (kits can be purchased from Petrenko)
  • PB replaced by OTs-33
  • The gunsmith doesn't sell food, he sells grenades at a normal price
  • Effectors of night vision devices have been changed
  • Minor edits to dialogues, news and item descriptions
  • Increased knife fighting distance
  • Improved ease of shooting from the SVD with a cheekpiece installed
  • Fixed display of anomalies on the map when changing detector
  • The NVG is turned off during the ejection; it cannot be turned on
  • The Doctor in the Swamps no longer sends SMS about the task if the player has done both
  • Changes to the descriptions of the 3rd and 4th Bartender tasks for parts of monsters
  • Removed unused files
  • Slightly strengthened sniper cartridges for SVD
  • Addons for new weapons have been redistributed
  • Sidorovich gives out extended magazines for AKs for random tasks
  • For difficult tasks, the bartender can issue an SVD with an extended magazine and an AK-102 with a kit and a handle; for light missions - maximum capacity AK magazines
  • Voronin issues silencers for various barrels for simple and medium tasks; For a difficult task you can get Hyperon
  • Petrenko sells all silencers, cheekpiece for SVD, USP sight
  • The gunsmith in DN no longer sells Cobra
  • Added magazines, silencers and sights to a number of caches at Cordon, Dump and Agroprom
  • Screw for vodka gives a night light instead of PSO
  • New addons added to the random cache manager
  • Minor syntax changes in scripts
  • Repairs are now carried out by Screw, not Miser
  • Debugging part disabled
  • Fixed Plichko's behavior in the quest with a crossbow
  • Fixed Tolik's behavior in the quest with vodka
  • Fixed Kolya's absence in MG
  • Fixed bypassing anomalies with NPCs
  • Attempt to fix random hostile NPCs
  • Added dialogue with Lukash about Owl in case the player did the quest with Miklukha before activating Klondike
  • The hood does not retract when aiming through collimators
  • Weather debugging output is overridden by Shift+O
  • When the radio window is active, new windows are not opened
  • The machine gun in Strelka's cache now has a sight and a 60-round magazine (requires NI)
  • Thermal camera shows rats
  • The Deserter has no costume left after changing clothes
  • Removed recursion when taking into account the effect of vodka in the treatment module
  • Added bump config for M16
  • Fixed incorrect backlighting of surfaces in the thermal imager
  • Fixed invisibility of kinks on bioradar
  • The lamp in the gunsmith's cellar was rehung and a new model was made for it.
  • Sorting jump points in the dialog with conductors (thanks Charsi)
  • Correction of the position of the hood has been returned after switching the grenade launcher mode
  • Editing grandfather's dialogue in DN
  • Edits of the text of the Russian and English versions. Fixed PYS names of guns in dialogues about the Arena. Fixed a logical inconsistency regarding the “Light” and “Darkness” artifacts from Zakharych.
  • The gunsmith in the beginner village has his own icon
  • The class of guides and gunsmiths has been added to combat
  • The dialogues about the Explorer have been corrected, now it is the Pilot
  • Guides have been removed from the "quest characters" class
  • Conductors and Weaponsmiths added to bioradar
  • Added two "groups": gunsmiths, guides
  • Fixed the spawning of items on the table in the armorer's room on Cordon
  • Armorer's visual at Cordon is included in the list of exceptions for changing clothes
PATCH 2.09
  • Editing the texts of the task for M202 in English and French localization (works before accepting the task)
  • Cheburashka does not give a hint about the Flea's cache after finding it (will work before finding the cache)
  • Val and Vintorez from Drakoon
  • Grandfather's monologue about the accident is divided into parts
  • Underbarrel grenades and an RPG grenade are hung on the belt
  • The Tab key task hint has been returned.
  • Visual and profile editing for dead ecologists on Rostok (NI required)
  • Binoculars reconfigured
  • Fixed twitching of NPCs with knives in a calm state
  • Disabled path anomaly bypass for partners (they should not have had it enabled)
  • The line Stalker died in news in other languages ​​has been corrected.
  • Included is a pack of various things for OGSE from Anim_rouge (bolt, binoculars, crossbow, knife, grenades, mount on new hands)
  • Editing dialogue with Sidorovich on binoculars
  • Gordon Freeman's corpse has its own unique visual (NI required)
  • Fixed a crash when opening the encyclopedia
  • English translation edits
  • Edits of Russian text (thanks to GrowUpPeterPen).
  • The density and color of volumetric fog in Agroprom dungeons, X18 and X16 have been adjusted.
PATCH 2.08
  • Turned off the fog in the Agroprom subway.
  • The dead stalker in X18 has been returned almost to its old place (until the problem with incorrect spawning is resolved)
  • A UAZ was restored in a garage near Sakharov's bunker. Removed dangerous explosives (needs a new game to use)
  • Removed debugging output from the weather and a couple of other modules.
  • Drops on glass work regardless of dynamic hud
  • Cam_inert in all presets is reset to zero
  • Fixed a crash with the encyclopedia article about kamikaze zombies and plague zombies
  • Fixed a problem in the anomaly bypass algorithm
  • Text edits
  • Editing shot cartridges - reduced dispersion, increased armor penetration, increased the number of pellets per shot
  • Sniper accuracy adjustments
  • NPCs use gun barrels on new weapons
  • Fixed work of cartridges on the belt
PATCH 2.07
  • Optimized textures
  • Added missing texture for M202 flamethrower
  • Yukon binoculars are placed on suits with night vision (uses NV binoculars)
  • Minor changes to the characteristics of various things
  • Bill renamed (and recolored) Bosun (in all three languages)
  • Added the ability to use cartridges only from the belt (option in the configurator)
  • Mutual control of combat schemes and danger control has been implemented. Combat initiation should now be less paranoid. It should help against constant military attacks on the newcomers' village.
  • The descriptions of interchangeable magazines have been corrected to indicate the range of compatibility so as not to confuse Western players who are not familiar with the modular compatibility of the AKM-AK74 family.
  • A small correction to the ending of the game: due to a small error in logic, after hitting the Generators, the location was not flooded with a radiation field
  • Fixed problems with the logic of physical objects (doors/safes/helicopters) being disabled when the interval between loading the game and the subsequent save is short. If it is detected that the logic has been disabled, it will be loaded again (as happens when starting a new game). The problems with Digger's safe and all the others like it should disappear.
  • Fixed incorrect team spawn coordinates in the Arena, which led to the inability to complete the battle with Tushkans and possibly other problems
  • Knife fight repaired and enabled
  • Minor text edits
  • After the death of the Master in Town-32, zombified and controllers will no longer endlessly respawn at night (controllers only with the start of a new game)
  • Fixed several minor typos in the English locale
  • Fixed missing line cit_doctor_meet_conclusion in English localization
  • Fixed non-inclusion in the English localization of lines about the Bartender quests, as well as some other quests tied to the Bar location
  • The inertia of NPCs returning from danger has been corrected.
Walkthrough of mod OGSE v0.6.9.3

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

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

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

Q: Does the sawn-off shotgun have aiming?
A: Yes. The right button on sawn-off shotguns fires a double shot.

Q: Everything slows down and freezes terribly for me, what can I fix in the settings?
A: You may have set the grass drawing radius and/or its density too large. Make it smaller, the grass is really very voracious in terms of productivity. Also try turning off shadows from the grass - they are also a very power-hungry option.

Q: My configurator does not work, it says “stopped working” and closes.
A: Make sure that you have the .NET Framework 3.5 and the VC++ 2005 redistribution installed. If they are already installed and the problem persists, try uninstalling them and installing them again.

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

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

Q: Regarding the expansion of the storyline: is it the restoration of the build's rides through the ravine, the captivity of mercenaries in the MG and Generators, or something completely new?
A: Brand new. We did not restore the build's unfinished plot.

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

Q: How do I get the detector?
A: Number 8

Q: When playing the mod it constantly crashes with the video driver failing

A: Obviously you have an nVidia video card. Enable adaptive vertical sync for STALKER in your video drivers, and everything will be normal.


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

What not to do: You can't play on just one save.
Why you can’t: You can accidentally save at the moment of death of an NPC, and the save will be damaged. If you get killed immediately after this save, you will have no way to replay. You always need to keep a chain of 5-6 saves, which you can overwrite one by one. This applies to both any mod and the original game.

What not to do: You cannot save at the exact moment of death of any non-writing.
Why not: In this case, the processing of the death of this NPC does not have time to complete, and in the save it is stored in a half-processed state. When loading a save, the game does not provide processing of such objects. The save will be 100% broken

What not to do: When starting a new game in Sidorovich’s bunker, you cannot save before the start of his monologue and then load this save.
Why it’s not possible: This save is performed at a time when the game’s logic has not yet had time to initialize for objects and start working normally - if you load from this save, everything goes wrong, the consequences will be completely unpredictable.


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

1. Pistols (except for those abandoned or introduced for various reasons). Relevant only for versions 0.6.9.x

2. Unloading for horns, grenades, etc.

3. Horns, clips, magazines

4. A large number of different weapons

5. Upgrade a la CHN/ZP

6. Removed due to irrelevance

7. Gang wars led by GG

8. Gang wars a la CN

9. Magic devices such as manual teleport

10. “Cooking” of artifacts by the GG himself

11. Various players, radios, etc.

12. Continuations and references to the plot of the ChN/ZP

13. Two to three dozen groups in the Zone

14. Dynamic music accompanying any events

15. Additions “We meet by clothes” Possibly, except for certain plot points

16. Nanosuits, like in the game Crysis

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

18. Artificial restrictions on things carried in a backpack (by volume, by quantity, by suit and everything you can think of). Only the original weight limit.

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

Mod walkthrough video.
The site administration thanks Catbehemoth for the material provided.

Episode 1 - the beginning of the game., art Blood of the Stone for Sidorovich. First acquaintance with the residents of the Newcomer Village.


Episode 2 - flash drive for Shustroy, fuel for Zaporozhets, art piece for a Hunk of Meat for the wounded, a bag with artifacts for the military, a box with machine guns for the Wolf.


Episode 3 - Jacket for Nimble, Cheburashka toy, Sidorovich's quests, Stone flower for the Doctor, dynamite for the Wolf, Experienced tablet.


Episode 4 - Case of Fox, quests of Sidorovich and Fan.


Episode 5 - Fighting at the Landfill, conversation with Bes and Gray, reading the experienced tablet, trying to open Digger’s safe.


Episode 6 - rescuing Mole, going to the Agroprom underground, Strelok's hiding place, military documents, Mole's quest.

Episode 7 - the weapon of the long-serving Brom, 4 boxes of cartridges for Mole, the Bartender's quests, the release of the captive Signalman.


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


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

Episode 10 - a box from a military checkpoint, a laboratory journal for Sakharov from Holshchina, Petrenko’s quest


Episode 11 - documents from X-16

A great mod that again and again makes us immerse ourselves in the world of Stalker. The mod developers have set themselves the goal of improving the original game “Shadow of Chernobyl” to the absolute. They succeeded in something and it makes me happy! The modification allows us to relive the fate of Marked One, but from a different angle and in an updated setting. A bunch of innovations await us: locations, quests, gameplay, graphics... But the most important thing is that the spirit of stalking has been preserved and enhanced in fashion. Many players say that if GSC Game World had more time, they would have made Stalker exactly the way we see it in the OGSE 0.6.9.3 modification.

Important differences between the mod and the original:

  • Complex, branched, exciting plot.
  • Newly modeled locations.
  • Lots of interesting side quests.
  • Vehicle management.
  • Updated beautiful graphics and weather effects.
  • Total survival in difficult conditions of the zone, lack of ammunition and medicine.
  • New monsters, artifacts, anomalies, items.
  • Overall good stability of the mod.
  • Sane game balance, without unnecessary micromanagement.
  • Wide and flexible graphics settings.
  • Improvements and features in terms of bullet marks on bodies, shadows of heroes, water and smoke processing.
  • The modification requires a fairly powerful computer for normal operation.

Microsoft Visual C++ for those who don't have it on their computer.

The mod is installed like this:

  • Download all mod files into one folder.
  • Run the installer file and install the game.
  • The original Shadow of Chernobyl game is not required.
  • Then install patch 2.10 Revised.
  • We install a fixation on the patch on top.
  • If Microsoft Visual C++ is not installed on your computer, then install it too.
  • You can play, a new game is required.

In addition to a video with a preliminary review of the mod:

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