Currently in Open Beta


Translation Progress: ~90% completed

Requirements: English version of Shadow of Chernobyl ver. 1.0006

Discord: discord 512 1

Synopsis

When this version of Narodnaya Solyanka (named "Narodnaya Solyanka 2016" by the developers) was released, the mod was made available only in the Russian language. I've been personally hand-translating the entire mod to English. This means that not only is it in English, but it's not some garbled machine-translated non-sense. A weapon pack, updated textures and updated shaders are also included.

The foundation of the NS story-line has stayed the same, but things have definitely changed. Many of the quests will seem familiar to you if you've played NS before, but they will have a new twist to them giving a much needed breathe of fresh air into NS. Many of the NS maps have been recompiled in both it's geometry, light maps, as well as the AI grids. This has fixed many of the bugs plaguing the older NS branches (out of memory crashes, etc.). There have been added quest branches to the CoP maps. There are also two new maps added onto the normal NS map expansion: Darkscape (taken from Lost Alpha) & Mines (exclusively made for this mod).

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Narodnaya Solyanka: Beta

Narodnaya Solyanka: Beta

Full Version 22 comments

Beta release of the English version of Narodnaya Solyanka.

Narodnaya Solyanka: Cumulative Patch (UPDATED MAY 11)

Narodnaya Solyanka: Cumulative Patch (UPDATED MAY 11)

Patch 4 comments

Cumulative patch for the beta release of the English version of Narodnaya Solyanka. Install this cumulative patch after you install the main mod.

Narodnaya Solyanka: Micro Patch (UPDATED JUNE 2)

Narodnaya Solyanka: Micro Patch (UPDATED JUNE 2)

Patch 2 comments

Micro patch for the beta release of the English version of Narodnaya Solyanka. Install this micro patch after you install the cumulative patch.

Narodnaya Solyanka: Guide (UPDATED APRIL 17)

Narodnaya Solyanka: Guide (UPDATED APRIL 17)

Guides 4 comments

Narodnaya Solyanka guide. Currently in alpha stage.

Narodnaya Solyanka: Video Guide (UPDATED MAY 22)

Narodnaya Solyanka: Video Guide (UPDATED MAY 22)

Guides

Narodnaya Solyanka video guide. Currently in alpha stage.

Comments  (0 - 10 of 1,953)
rudy9
rudy9

Hi when you get a sniper vintorez from screw he has lines of dialogues in russian and line in english about a cache in garbage around hangar,well i just found a high security container in the sewer but cannt open it . I gues its a side quest but does anyone know about it ?

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Mechenyi
Mechenyi

How do you get that mission from Screw for sniper vintorez, been there a few times nothing about a mission.btw i have the Pso3 Vintorez.

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xxFalconArasxx
xxFalconArasxx

I am pretty far into the mod, and wanted to jot down some questions, suggestions, and criticisms in the hopes of improving the mod.
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-Is there a way to disable the dynamic difficulty? If not, there should be. It is such an annoying and needless feature. If someone finds the game too hard, they can change it themselves. All they have to do is pause and go to the options menu. The game does not need to do this for the player.

-Killing the rats with bombs attached to them in Yantar results in a message pop-up saying "Item Moved". It's kind of distracting. What does it even mean?

-Is there supposed to be a limit to the amount of artefacts that can be stacked? Attempting to equip more than 2 Goldfishes results in the extra one being unequipped.

-Radiation is inaudible, and it has really been bugging me. Is there supposed to be a dosimeter you are supposed to get? I am already up to the Brainscorcher, wearing an Exoskeleton, armed with an FN F2000, and am at Master rank. Surely I am not supposed to be this far in the game without such a basic piece of equipment?

-The inventory screen is misaligned. The knife and secondary weapon are placed over each other, so to unequip the secondary, I must unequip the knife first. The durability meter and the number of rubles the player has also seems to be misplaced.

-Very rarely, you will come across an enemy that is ridiculously bullet spongey. So far, it seems to always be some kind of Military soldier. One was encountered in Cordon, under the bridge. Another was encountered in Agropram, at the base. They can withstand almost a hundred shots from an AK74, and they don't seem to be wearing any heavy armour to justify that kind of durability.

-It doesn't seem that vehicles use fuel, at least not the one you acquire in Darkscape. I have never seen the fuel gauge go down. Vehicles also seem to be completely impervious to damage.

-I seem to have bumped into a broken quest. A quest was given to me by Bes to get him 5 cans of beer. Upon getting the required number of cans, I return to Bes, only to find the prompt to be missing.

-I kind of like how some traders deal in artefacts for some items, but I think this should only be reserved for high end gear. I haven't really found much incentive to buy things using cash so far.

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codex_ Creator
codex_

Thanks for the feedback!

1. Not that I'm aware of, I don't know why it's in there either.
2. Lol, I don't know either. It's in the scripts for that and like explosive items. Not sure why.
3. I haven't noticed this issue. I will try to replicate it this weekend and see what I can find out.
4. There is a dosimeter in the game to give you audible sounds for radiation. It's fairly early in the game however I can't remember exactly how you get it. Maybe Sakharov sells one as well?
5. This seems to happen when the HUD is changed. Reinstall the config/UI folder from both patches, it will correct it.
6. Those characters are both almost immortal. Don't shoot them, they are traders and the one in Cordon has missions for you. If they are shooting you, I recommend rolling back to a previous save where they aren't.
7. Not sure. Chalk it up to the wonderous mysteries of the Zone, lol.
8. Bes wants a specific type of beer only found in a specific location. Download the video guide above for exact location.
9. So far, I have not been able to figure out the scripting code for traders to accept money as opposed to artifacts/some other item. I would eventually like most traders to accept cash as well.

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xxFalconArasxx
xxFalconArasxx

4. It seems their stock does change every now and then. Last time I visited Sakharov, I didn't see a dosimeter for sale. Perhaps it will be available when I come back. I have come across plenty of anomaly detectors for sale though.

6. I already killed them a long time ago. They aren't immortal, just really powerful. The one in Cordon I don't think is a trader. He is that smartass officer that won't let you pass unless you bribe him. I believe you are confusing him with the guy in the black trench coat at the checkpoint between Cordon and Garbage. There was another in Agroprom. Not sure who he was, but he was in the base you are supposed to attack to get the documents for Barkeep. There was no avoiding him.

8. A specific beer? Something tells me I may have screwed this up. There was a box of 20 unique brandless beers in Lab X-18. I sold all of them to Barkeep. Can more of these items be aqcuired elsewhere?

9. I believe there is a trade list in the config files, where items can be added or removed. At least there was something like that in Call of Pripyat. Shadow of Chernobyl probably formats it differently for all I know. I could check myself when I have the time to get back to the game.

I see you are still translating the mod. 90% of the way there. Should probably prioritise that before you go to fixing these minor issues. I would definitely like to see the PDA messages translated. I feel very left out not being able to understand what the stalkers are talking about on social media.

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codex_ Creator
codex_

6. Yea, not immortal, that's why I said almost, lol. They shouldn't be killed, in any Solyanka, especially the one in Cordon. The one in the Agroprom is fine though (especially since it's sometimes tough to avoid him since he's hostile until he's under the electrical tower), he just does a little bit of light trading. I know which one you mean in the Cordon, Major Kuznetsov, under the bridge. Mission giver. I did give Prof Sak the ability to sell you the Transmutator, which is what you get from Major K from one of his missions.

8. Yea, it was the ones in lab x-18. Unfortunately, there's no other place to find these. I would just spawn them in to complete the task.

9. Yea, it doesn't seem to update the trade stock the same way as CoP trader files. Possibly I'm not editing it correctly.

Yea, translation and constant crashes (luckily, there are none known in the mod anymore) is my major focus. But I appreciate the feedback. I add them on to my list of things.

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xxFalconArasxx
xxFalconArasxx

I actually just noticed that the anomaly detector acts as a dosimeter, so I guess that is one problem resolved. I probably could have bought it earlier, but I thought it only detected the anomalies themselves, and considering that most anomalies are visible to the naked eye, I saw no need to waste tens of thousands of rubles for it. I also managed to fix the inventory UI by reinstalling the config/ui.

In every game of STALKER I play, I always murder the soldiers under the Cordon bridge. They deserve it those smug ********, thinking they can take advantage of me. As long as there is another opportunity to get a transmutator, their demise shouldn't be a big deal I suppose.

Bes's quest is like asking someone to infiltrate Area 51, just to get their secret brand of soda or something. There is really no other way to get them? Darn.

This mod is surprisingly stable. Other content heavy mods like STALKERSOUP and Misery crash like crazy. This mod only crashed once for me so far. It did not produce a log, so I think it has something to do with computer memory, rather than the mod it self. Didn't happen again when I reloaded the game.

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codex_ Creator
codex_

Glad those got resolved. Yea, in every variant of Solyanka, you don't want to kill alot of people that you would usually kill in a Stalker mod.

Bes drives a hard bargain, a very picky man, lol.

Yea, no log crashes like that is for out-of-memory, you are correct. I recommend to always play with vision and lightning distance at 50%. Grass density at 50% or less (I usually play it with one tick away from off). With those settings, the out-of-memory usually disappears for good unless your PC is running with 4GB RAM or something.

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Fiendishpotato
Fiendishpotato

is there any reason to keep the military outpost on cordon alive after getting the swamp transition?

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codex_ Creator
codex_

The southern outpost I wiped out and destroyed all the armored vehicles. As others said, they will keep respawning there. But yea no harm in taking them out. Just make sure you leave the ones in the center of the Cordon alone.

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Weltall82
Weltall82

You will return to areas repeatedly throughout the story, more so than other mods I have played. Scorched earth policy in this game doesn't often work out too well.

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HipsterDoofus
HipsterDoofus

With this mod unlike other ns mods I've found that if you wipe them out they respawn. The zone isn't such a lonely place. Only when necessary though.

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Weltall82
Weltall82

That's true, this mod has a predictable respawn rate, and I have had to wipe out agroprom base a couple times, trying to stealth my way in, caught deep in the building, every damn time I'm like *sneak sneak* and everyone is like *heavy breathing*.

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