Mod cancelled. 1.2 and 1.3 will continue to be available and assets from the new version will be available once cleaned up.

Report abuse Swartz mod v1.3 full version
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Jun 5th, 2012
1,332.41mb (1,397,136,691 bytes)
26,534 (2 today)
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Swartz mod v1.3 full version. Please read the notes below.

Note: This mod requires at least a 64-bit OS and 4gb of RAM.

Changelog 1.2 to 1.3:

*Absolute Nature 3 textures with Absolute Nature 2 levels included (should be easy to merge AN3 Lite when it comes out)

*New bleeding screen effect courtesy of Smurth

*Added sleeping bag

*New weapons: Aek-971, AK-47, FN P90, KSVK, Mosin Nagant, PP-2000, Bizon, Sako TRG, RPK-74

*Made it so that you can sleep up until the first noticeable/visual effects of radiation occur

*Added a medic that spawns after Tremor dies (thanks Gannebamm and ThunderFreak)

*Added ability to loot money from corpses

*Footstep sounds included from Misery (thanks N.Aaroe)

*New upgrade paths for certain new weapons (a revolver can no longer have it's ammo capacity upgraded )

*Merged parts of Rulix AI into Alundaio's AI. New additions include some

NPC's using underslung grenade launchers, they reload partial magazines

behind cover, and they watch for friendly fire

*Expanded further on diversifying NPC's

*New equipment: NVG

*Added some Amik particle effects, some of them amended (don't worry, using my shells not theirs)

*Optional: Removed vanilla stashes

*Replaced sprint animations for lots of guns (thanks to marsalandrei)

*Revamped damage from guns, NPC damage and player damage

*Added select new music from S.T.A.L.K.E.R Music Expanded for SOC by Sclera

*Special characters now have special guns. Examples: Merc squad leader in

Zaton has an M249 w/ eotech, Bandit leader in Jupiter has a Saiga with a

drum magazine, etc.

*Creatures move faster, do more damage and are more irradiated

*Re-enabled as many attachments as possible for weapons, NPC's will diversify with them as well

*Fixed misc. bugs

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Swartz mod v1.3 full version
Post comment Comments
MorsTactica Jun 6 2012 says:

Awesome! Downloading. Will I need to start a new game?

+1 vote     reply to comment
marsalandrei Jun 6 2012 says:

OMG! and tommorow's my first exam :( ill only have the chance to play it abit between exams; can't wait

+1 vote     reply to comment
TheLozza Jun 7 2012 says:

Did you end up adding some more armory or Geonezis armors?

+1 vote     reply to comment
FrikysKiller Jun 7 2012 says:

I`m having a crash every time I atempt to take the "teleport" for the crashed helicopter, any ideas on how to solve that?.

+1 vote     reply to comment
Swartzy Author
Swartzy Jun 12 2012 says:

Holy ****. My mod was downloaded over 16 thousand times. I wonder what caused that. I also wonder why only a handful of those people picked up the patch :P

+4 votes   reply to comment
Pardoned May 4 2013 replied:

I always pick up patches unless they remove some feature I love. Don't see anything major with the patch that's gone.

+1 vote     reply to comment
alvisstark Jul 2 2012 says:

How can i set up this mod ???
sr, i'm a new player and i don't know how i can use this mod .

+1 vote     reply to comment
lol3r1986 Jun 22 2013 replied:

download it, extract it (with winrar, 7zip or any other "packer"), copy gamedata folder to where your COP is installed. Run COP by desktop shortcut. If it's sill original in form, looks or feel you have to edit fsgame.ltx and change game_data line to from "true/false" to "true/true".

+1 vote     reply to comment
BigLACO Jul 7 2012 says:

big mod! :D

+1 vote     reply to comment
S1N1ST3R Jul 12 2012 says:

Just wanted to say: GREAT MOD! Loving every bit of it!

BTW, are pseudogiants really that hard to kill? I've never been able to kill one, i just run away to save ammo :P

+2 votes     reply to comment
S1N1ST3R Jul 12 2012 replied:

And is there any way to make the AI sound softer? I can clearly hear shooting or dogs as if they are right in front of me when they are quite far away, thanks.

+1 vote     reply to comment
Madjackal77 May 15 2013 replied:

Are Pseudogiants hard to kill? took about 80 rounds from a fully upgraded sks to drop one, so yeah kinda hard.

Takes one direct rpg if you can get em and the launcher.

+1 vote     reply to comment
lol3r1986 Jul 14 2013 replied:

they actually or damn though. Took almost 100 rounds from fully upgraded lr300 in vanilla COP. I hope they weren't thoughened up i Swartz ;)

+1 vote     reply to comment
MR.LBX Mar 29 2013 says:

great work on the mod!

+3 votes     reply to comment
yeahguy May 4 2013 says:

the weapons descriptions dont work for me

+2 votes     reply to comment
Madjackal77 May 15 2013 says:

The pp-2000 is all whacked out in my game. No texture save for an overtly shiny silver chrome appearance.

+1 vote     reply to comment
wikkid1 May 20 2013 says:

Could you please add these to some torrent trackers as well? It's a real PITA downloading 1.3GB off the web servers, slow as hell too.

Otherwise thanks a billion for continuing to work on this mod, there are so few decent (playable AND fun) mods that are still being worked on, it would be a shame to see an awesome game like CoP die out due to lack of interest.

edit: I realize I can add this to any tracker myself, but I think it's much better for everyone if the author does so, gives the torrent legitimacy IMO.

+1 vote     reply to comment
Swartzy Author
Swartzy May 21 2013 says:

Guys I never read the comments left on this page. Please leave comments on the main page.

@PP-2000 comment: That's an Aek-919k, not a PP-2000. The PP-2000 isn't at all shiny and I definitely included the textures. If I'm wrong include a screenshot of the issue.

@wikkid1: It's kinda late to do that for this release. I will consider doing that for v1.4 however.

+1 vote   reply to comment
FoxyDouds Jul 12 2013 says:

Hi man !
Thanks very much for this very nice mod, i played 1.2 but 1.3 is better ;)
Thanks also for Toolkit3 location and to keep Russian voices !!!

Just to say that when applying Patch 1 (and delete scripts folder before) after the patch No Weapon Restrictions don't operate. Missing of sr_no_weapon.script and zone_no_weapon.script :)

Well i'm in expectation for the new version 2.0 !

+1 vote     reply to comment
Swartzy Author
Swartzy Jul 12 2013 replied:

Again man, you're lucky I saw this. I don't tend to read the comments on the download pages as I lose track of what the last number of comments was.

Anyways, I probably forgot to include it or something, I don't know. Either way, I'll add the option back in 1.9 & 2.0.

+2 votes   reply to comment
FoxyDouds Jul 15 2013 says:

In hope you come back here.
I notice :
- Stalker Heavy Armor has no Night Vision, i find it strange
- no radiation indicator on the hud : ok it's your choice, but why the detector don't crackle ?

+1 vote     reply to comment
Swartzy Author
Swartzy Jul 15 2013 replied:

Again, post comments on the main page please, not here.

1) Which exact armor are you referring to? The CS Heavy Armor? It probably didn't have nightvision in vanilla either, as I wouldn't remove it.
2) It has to do with the new radiation system. Check the FAQ for more stuff about it.

+1 vote   reply to comment
FoxyDouds Jul 16 2013 says:

OK i will => main page

1) Armor is "Stalker Heavy Armor" (exo) : i add NV , this outfit is not in vanilla (i think)
2) Ok ... i just find the FAQ ;) i add sound in "radiation_counter.ltx" but it's not cool (no crackle of Geiger)

See you on main page !

+1 vote     reply to comment
EZEILL Apr 17 2015 says:

Whats the deal with this mod, Ive been walking around forever looking for mercs to kill, and not a single one of them has the honey badger. Im about to gather the members to go to pripyat, but still not a single merc carrying the honey badger. its the only reason I even downloaded this mod and went through the game again.

+1 vote     reply to comment
EZEILL Apr 17 2015 says:

I havent even seen much of a variety in weapons across vendors or npc's. Also, it seems like there is an excessive amount of sway when ads, especially with snipers.

+1 vote     reply to comment
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