I'm not owner of this mod,I just merged it with english translation and upload it here.
All credits goes to : _Avenger_
Mod is translated by google translate.I found this translation on TKGP’s Mod Status Page.
May contain text from translations by Conor Finegan, Darius6, nashathedog, and Siro.
ENGINE EDITS-Angle of view 75 degrees
-Solution of departure "can't find rank" for weapons
-Death in the first person
-Collision of dead bodies is
returned -Round cursor is returned instead of crosshairs
-Changed position of the camera from the 3rd person (1). Shooting is at the crosshairs, not in the direction of the player.
-The weapon cannot be reached on the stairs
-Added EAX Fix
(Fixed sound dlls adding support for Sound Environment, as well as deciding a possible crash of the OpenAl: Can't create sound device type)
-Patched xrEngine now the game can use 4 GB of RAM
RENDER EDITS===== GRASS DRAWING RANGE =======
increases the grass drawing range limit to 250 m, adds a
console command to adjust it r__detail_radius.
========== GRASS DENSITY ============
Changes the grass density limit to 0.02
==== LOD SWITCH RANGE ==== The edit
expands the lod switching range (r__geometry_lod) to 3.0
===== TEXTURE CLARITY (MIPBIAS) ======
Editing extends the texture definition range to [-3.0; 3.0]
======= SUN MOTION FIX ====== ==== The
sun with this fix will move through the configs.
== Additional Shadow Map Resoluti />Editing adds additional Shadow Map Resolutions - 8192x8192.
Use if 4096x4096 is not enough for you.
==== Extended adjustment r2_sun_near ====
Increases the upper adjustment limit of r2_sun_near to 150.
CHANGING CONFIGS AND GAMEPLAY----Adapted AI additions (NPCs use first-aid kits and bandages, reload weapons after a battle, hit the enemy in the face with a butt, shoot from grenade launchers, etc.)
-Adapted Faction Commander 2.51 Final (only removed the ability to create assistants)
-Adapted Weapons Replacer 2.0 (that is, all weapons have been replaced with the correct and law-shutter ones) -Added a
cleaner for corpses and weapons at locations
-Added a third-person view (setting in options)
-Redited grenades (now they are more dangerous than in the original)
-Aiming pistols through the front sight (as in PM and ZP)
-Lamps can now be broken (only for r2 and r3)
-Disabled intro videos -Edited
YY
-Realistic description of the weapon
-Added a slight wiggle of the sight
-Added a backpack for storing a swag (sold by all merchants)
-Added a walkie-talkie with the ability to call for reinforcements (if you are in a group)
-Added dynamic news
-Added messages about the death of stalkers
-Added sounds when using items (in the style of the ZP)
-The weapon is removed during the use of items
-The weapon is removed during the use of inventory and the search of corpses
-We can find weapons in a poor state of killed NPCs
-Added new armor, namely:
Scientific suit of Duty and Freedom, Exoskeleton of Duty and Freedom , Mercenary Suit, Mercenary Heavy Armor, Bandit Armor
Bandits 'Brown Cloak, Bandits' Black Cloak, Freedom Reinforced Suit, Stalker's Heavy Armor Suit, Monolith Suit, Monolith Science Suit, Monolith Heavy Armor
They can be upgraded by a technician of a certain group.
-The cut mutants have been restored and resettled in locations (Civil zombies, Burer, Cat, Tushkany, Rats)
-GG now after the introductory video will be in a raincoat, and not in a beginner's jacket -With
mutants now you can remove a certain part of the body
-Parts of mutants have been
restored -Pause on the loading screen as in the ZP
-Restored the third attack of the Bloodsucker (with two hands)
-In the Hospital MI-24 will now fly (as in build 3120)
-Increased running speed in the water
-Removed the ammo counter
-Reduced the number of zombies on Yantar when the psi installation was turned off
-Removed the price indicator for items and artifacts in the inventory
-Changed the assortment of goods from merchants
-The weapon is not automatically removed at bases
-Changed some post-effects in the style of PM
-Fixed the initial dialogue with Cold, now the post-effect appears of vodka
-Removed allocation purposes binoculars
-Removed subtitles
-Removed mark enemy units on the map in the PDA
-Removed gradual restoration of health YY
-NPS not use flashlights during combat
-Slightly mutants increased health
-In the recesses there are always things, even until the pickup
- Added the ability to run with SVD, RG-6, PKM
-Reduced the accuracy and lethality of the machine gunner on the Cordon
-Removed the flashing diskette
-The bandits are now more vulnerable and easier to kill, because the cloaks are not so strong -The flashlight is
now halogen and does not shine far
-Added the withdrawal of money from corpses -Added a repacker of
cartridges
-Fixed respawning artifacts
-Fixed instant respawn of NPCs
-Military ranks are now displayed for military and long-
timers -Backpack stash when taking all things can be picked up
GRAPHICAL CHANGES----Changed many textures of weapons, NPCs, vegetation, etc.
-Adapted by Absolute Nature 2
-Completely changed icons
-Corrected the lighting of the fire on r1
-Fixed the shadow from the lattice lamp and the spotlight
-Green texture of the cache as in the ZP
-Statistics bars as in the ZP -Changed the
glow of the flashlight
-Retained tracers on r3
-Small corrections for some shaders
-Fixed blurring of terrain with
detail textures -Fixed invisibility of wire and camouflage mesh on fences in dx9 on ATI video cards
-Marks on the map as in PM -New
main menu
-New loading screen in the style of ZP
-Translucent inventory
-Changed aiming reticle
SOUND CHANGES----The sound of the Monoliths from the ZP
-The sound of the Mercenaries from the ZP
-Guitar compositions by the fire from the ZP
-Replaced sounds of all weapons
-Changed music tracks on the bases of groups
-Fixed ui_movies.xml, the sound now does not click -Added
three tracks in the menu (play randomly)
- Dynamic music from the
RFP - Removed Sidorovich's replicas from PMVISUAL CHANGES-Changed the visuals of many plot characters to the style of PM and ZP, namely:
Wolf, Shooter, Suslov, Sidorovich, Uncle Yar, Tramp, Nimble, Borov
-Changed the visuals of the GG in many costumes, also added the visual of the GG in the sweater
-Visuals of the hands correspond to the new armored suits
-Added new hand
visuals -Visuals of the Clear Sky faction from build 3120
-Visuals of NPCs in the style of PM-
Removed the glow of the eyes of monsters
KNOWN BUGS----If you decide to go through the original story of the CHN, then during the passage you will
encounter two non-critical bugs The first bug in the Garbage:
Vasyan always stupid, even when he shot all the dogs and you cannot talk to him
Solution: kill and search his corpse, at this moment an audio recording will be played in which it is said that the Fang went to the Dark Valley, we get the task and move on.
The second bug in the Red Forest:
Even after the Clear Sky detachment crossed the bridge, Leshy does not want to talk to Lebedev, he just stands still and nothing happens.
Solution: ignore this monologue and just go to the Limansk crossing.
-If the detachment is standing on the point and does not move, then change the Faction Commander settings (press F2)
-It is impossible to spawn units in the Agroprom Dungeon, the Hospital and at the Chernobyl NPP, the game will crash
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